Coverage Report

Created: 2024-03-17 07:33

/src/DLXEmu/external/imgui/imgui.cpp
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// dear imgui, v1.90.5 WIP
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// (main code and documentation)
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// Help:
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// - See links below.
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// - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that.
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// - Read top of imgui.cpp for more details, links and comments.
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// Resources:
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// - FAQ ........................ https://dearimgui.com/faq (in repository as docs/FAQ.md)
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// - Homepage ................... https://github.com/ocornut/imgui
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// - Releases & changelog ....... https://github.com/ocornut/imgui/releases
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// - Gallery .................... https://github.com/ocornut/imgui/issues/6897 (please post your screenshots/video there!)
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// - Wiki ....................... https://github.com/ocornut/imgui/wiki (lots of good stuff there)
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//   - Getting Started            https://github.com/ocornut/imgui/wiki/Getting-Started (how to integrate in an existing app by adding ~25 lines of code)
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//   - Third-party Extensions     https://github.com/ocornut/imgui/wiki/Useful-Extensions (ImPlot & many more)
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//   - Bindings/Backends          https://github.com/ocornut/imgui/wiki/Bindings (language bindings, backends for various tech/engines)
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//   - Glossary                   https://github.com/ocornut/imgui/wiki/Glossary
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//   - Debug Tools                https://github.com/ocornut/imgui/wiki/Debug-Tools
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//   - Software using Dear ImGui  https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui
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// - Issues & support ........... https://github.com/ocornut/imgui/issues
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// - Test Engine & Automation ... https://github.com/ocornut/imgui_test_engine (test suite, test engine to automate your apps)
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// For first-time users having issues compiling/linking/running/loading fonts:
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// please post in https://github.com/ocornut/imgui/discussions if you cannot find a solution in resources above.
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// Everything else should be asked in 'Issues'! We are building a database of cross-linked knowledge there.
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// Copyright (c) 2014-2024 Omar Cornut
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// Developed by Omar Cornut and every direct or indirect contributors to the GitHub.
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// See LICENSE.txt for copyright and licensing details (standard MIT License).
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// This library is free but needs your support to sustain development and maintenance.
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// Businesses: you can support continued development via B2B invoiced technical support, maintenance and sponsoring contracts.
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// PLEASE reach out at omar AT dearimgui DOT com. See https://github.com/ocornut/imgui/wiki/Sponsors
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// Businesses: you can also purchase licenses for the Dear ImGui Automation/Test Engine.
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// It is recommended that you don't modify imgui.cpp! It will become difficult for you to update the library.
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// Note that 'ImGui::' being a namespace, you can add functions into the namespace from your own source files, without
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// modifying imgui.h or imgui.cpp. You may include imgui_internal.h to access internal data structures, but it doesn't
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// come with any guarantee of forward compatibility. Discussing your changes on the GitHub Issue Tracker may lead you
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// to a better solution or official support for them.
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/*
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Index of this file:
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DOCUMENTATION
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- MISSION STATEMENT
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- CONTROLS GUIDE
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- PROGRAMMER GUIDE
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  - READ FIRST
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  - HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI
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  - GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE
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  - HOW A SIMPLE APPLICATION MAY LOOK LIKE
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  - HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE
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- API BREAKING CHANGES (read me when you update!)
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- FREQUENTLY ASKED QUESTIONS (FAQ)
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  - Read all answers online: https://www.dearimgui.com/faq, or in docs/FAQ.md (with a Markdown viewer)
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CODE
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(search for "[SECTION]" in the code to find them)
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// [SECTION] INCLUDES
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// [SECTION] FORWARD DECLARATIONS
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// [SECTION] CONTEXT AND MEMORY ALLOCATORS
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// [SECTION] USER FACING STRUCTURES (ImGuiStyle, ImGuiIO)
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// [SECTION] MISC HELPERS/UTILITIES (Geometry functions)
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// [SECTION] MISC HELPERS/UTILITIES (String, Format, Hash functions)
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// [SECTION] MISC HELPERS/UTILITIES (File functions)
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// [SECTION] MISC HELPERS/UTILITIES (ImText* functions)
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// [SECTION] MISC HELPERS/UTILITIES (Color functions)
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// [SECTION] ImGuiStorage
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// [SECTION] ImGuiTextFilter
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// [SECTION] ImGuiTextBuffer, ImGuiTextIndex
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// [SECTION] ImGuiListClipper
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// [SECTION] STYLING
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// [SECTION] RENDER HELPERS
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// [SECTION] INITIALIZATION, SHUTDOWN
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// [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!)
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// [SECTION] INPUTS
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// [SECTION] ERROR CHECKING
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// [SECTION] ITEM SUBMISSION
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// [SECTION] LAYOUT
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// [SECTION] SCROLLING
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// [SECTION] TOOLTIPS
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// [SECTION] POPUPS
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// [SECTION] KEYBOARD/GAMEPAD NAVIGATION
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// [SECTION] DRAG AND DROP
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// [SECTION] LOGGING/CAPTURING
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// [SECTION] SETTINGS
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// [SECTION] LOCALIZATION
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// [SECTION] VIEWPORTS, PLATFORM WINDOWS
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// [SECTION] DOCKING
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// [SECTION] PLATFORM DEPENDENT HELPERS
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// [SECTION] METRICS/DEBUGGER WINDOW
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// [SECTION] DEBUG LOG WINDOW
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// [SECTION] OTHER DEBUG TOOLS (ITEM PICKER, ID STACK TOOL)
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*/
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//-----------------------------------------------------------------------------
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// DOCUMENTATION
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//-----------------------------------------------------------------------------
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/*
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 MISSION STATEMENT
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 =================
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 - Easy to use to create code-driven and data-driven tools.
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 - Easy to use to create ad hoc short-lived tools and long-lived, more elaborate tools.
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 - Easy to hack and improve.
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 - Minimize setup and maintenance.
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 - Minimize state storage on user side.
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 - Minimize state synchronization.
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 - Portable, minimize dependencies, run on target (consoles, phones, etc.).
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 - Efficient runtime and memory consumption.
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 Designed primarily for developers and content-creators, not the typical end-user!
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 Some of the current weaknesses (which we aim to address in the future) includes:
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 - Doesn't look fancy.
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 - Limited layout features, intricate layouts are typically crafted in code.
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 CONTROLS GUIDE
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 ==============
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 - MOUSE CONTROLS
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   - Mouse wheel:                   Scroll vertically.
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   - SHIFT+Mouse wheel:             Scroll horizontally.
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   - Click [X]:                     Close a window, available when 'bool* p_open' is passed to ImGui::Begin().
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   - Click ^, Double-Click title:   Collapse window.
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   - Drag on corner/border:         Resize window (double-click to auto fit window to its contents).
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   - Drag on any empty space:       Move window (unless io.ConfigWindowsMoveFromTitleBarOnly = true).
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   - Left-click outside popup:      Close popup stack (right-click over underlying popup: Partially close popup stack).
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 - TEXT EDITOR
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   - Hold SHIFT or Drag Mouse:      Select text.
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   - CTRL+Left/Right:               Word jump.
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   - CTRL+Shift+Left/Right:         Select words.
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   - CTRL+A or Double-Click:        Select All.
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   - CTRL+X, CTRL+C, CTRL+V:        Use OS clipboard.
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   - CTRL+Z, CTRL+Y:                Undo, Redo.
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   - ESCAPE:                        Revert text to its original value.
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   - On OSX, controls are automatically adjusted to match standard OSX text editing shortcuts and behaviors.
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 - KEYBOARD CONTROLS
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   - Basic:
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     - Tab, SHIFT+Tab               Cycle through text editable fields.
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     - CTRL+Tab, CTRL+Shift+Tab     Cycle through windows.
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     - CTRL+Click                   Input text into a Slider or Drag widget.
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   - Extended features with `io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard`:
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     - Tab, SHIFT+Tab:              Cycle through every items.
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     - Arrow keys                   Move through items using directional navigation. Tweak value.
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     - Arrow keys + Alt, Shift      Tweak slower, tweak faster (when using arrow keys).
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     - Enter                        Activate item (prefer text input when possible).
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     - Space                        Activate item (prefer tweaking with arrows when possible).
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     - Escape                       Deactivate item, leave child window, close popup.
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     - Page Up, Page Down           Previous page, next page.
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     - Home, End                    Scroll to top, scroll to bottom.
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     - Alt                          Toggle between scrolling layer and menu layer.
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     - CTRL+Tab then Ctrl+Arrows    Move window. Hold SHIFT to resize instead of moving.
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   - Output when ImGuiConfigFlags_NavEnableKeyboard set,
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     - io.WantCaptureKeyboard flag is set when keyboard is claimed.
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     - io.NavActive: true when a window is focused and it doesn't have the ImGuiWindowFlags_NoNavInputs flag set.
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     - io.NavVisible: true when the navigation cursor is visible (usually goes to back false when mouse is used).
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 - GAMEPAD CONTROLS
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   - Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
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   - Particularly useful to use Dear ImGui on a console system (e.g. PlayStation, Switch, Xbox) without a mouse!
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   - Download controller mapping PNG/PSD at http://dearimgui.com/controls_sheets
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   - Backend support: backend needs to:
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      - Set 'io.BackendFlags |= ImGuiBackendFlags_HasGamepad' + call io.AddKeyEvent/AddKeyAnalogEvent() with ImGuiKey_Gamepad_XXX keys.
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      - For analog values (0.0f to 1.0f), backend is responsible to handling a dead-zone and rescaling inputs accordingly.
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        Backend code will probably need to transform your raw inputs (such as e.g. remapping your 0.2..0.9 raw input range to 0.0..1.0 imgui range, etc.).
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      - BEFORE 1.87, BACKENDS USED TO WRITE TO io.NavInputs[]. This is now obsolete. Please call io functions instead!
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   - If you need to share inputs between your game and the Dear ImGui interface, the easiest approach is to go all-or-nothing,
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     with a buttons combo to toggle the target. Please reach out if you think the game vs navigation input sharing could be improved.
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 - REMOTE INPUTS SHARING & MOUSE EMULATION
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   - PS4/PS5 users: Consider emulating a mouse cursor with DualShock touch pad or a spare analog stick as a mouse-emulation fallback.
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   - Consoles/Tablet/Phone users: Consider using a Synergy 1.x server (on your PC) + run examples/libs/synergy/uSynergy.c (on your console/tablet/phone app)
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     in order to share your PC mouse/keyboard.
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   - See https://github.com/ocornut/imgui/wiki/Useful-Extensions#remoting for other remoting solutions.
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   - On a TV/console system where readability may be lower or mouse inputs may be awkward, you may want to set the ImGuiConfigFlags_NavEnableSetMousePos flag.
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     Enabling ImGuiConfigFlags_NavEnableSetMousePos + ImGuiBackendFlags_HasSetMousePos instructs Dear ImGui to move your mouse cursor along with navigation movements.
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     When enabled, the NewFrame() function may alter 'io.MousePos' and set 'io.WantSetMousePos' to notify you that it wants the mouse cursor to be moved.
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     When that happens your backend NEEDS to move the OS or underlying mouse cursor on the next frame. Some of the backends in examples/ do that.
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     (If you set the NavEnableSetMousePos flag but don't honor 'io.WantSetMousePos' properly, Dear ImGui will misbehave as it will see your mouse moving back & forth!)
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     (In a setup when you may not have easy control over the mouse cursor, e.g. uSynergy.c doesn't expose moving remote mouse cursor, you may want
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     to set a boolean to ignore your other external mouse positions until the external source is moved again.)
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 PROGRAMMER GUIDE
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 ================
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 READ FIRST
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 ----------
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 - Remember to check the wonderful Wiki (https://github.com/ocornut/imgui/wiki)
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 - Your code creates the UI every frame of your application loop, if your code doesn't run the UI is gone!
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   The UI can be highly dynamic, there are no construction or destruction steps, less superfluous
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   data retention on your side, less state duplication, less state synchronization, fewer bugs.
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 - Call and read ImGui::ShowDemoWindow() for demo code demonstrating most features.
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   Or browse https://pthom.github.io/imgui_manual_online/manual/imgui_manual.html for interactive web version.
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 - The library is designed to be built from sources. Avoid pre-compiled binaries and packaged versions. See imconfig.h to configure your build.
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 - Dear ImGui is an implementation of the IMGUI paradigm (immediate-mode graphical user interface, a term coined by Casey Muratori).
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   You can learn about IMGUI principles at http://www.johno.se/book/imgui.html, http://mollyrocket.com/861 & more links in Wiki.
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 - Dear ImGui is a "single pass" rasterizing implementation of the IMGUI paradigm, aimed at ease of use and high-performances.
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   For every application frame, your UI code will be called only once. This is in contrast to e.g. Unity's implementation of an IMGUI,
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   where the UI code is called multiple times ("multiple passes") from a single entry point. There are pros and cons to both approaches.
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 - Our origin is on the top-left. In axis aligned bounding boxes, Min = top-left, Max = bottom-right.
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 - Please make sure you have asserts enabled (IM_ASSERT redirects to assert() by default, but can be redirected).
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   If you get an assert, read the messages and comments around the assert.
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 - This codebase aims to be highly optimized:
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   - A typical idle frame should never call malloc/free.
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   - We rely on a maximum of constant-time or O(N) algorithms. Limiting searches/scans as much as possible.
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   - We put particular energy in making sure performances are decent with typical "Debug" build settings as well.
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     Which mean we tend to avoid over-relying on "zero-cost abstraction" as they aren't zero-cost at all.
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 - This codebase aims to be both highly opinionated and highly flexible:
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   - This code works because of the things it choose to solve or not solve.
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   - C++: this is a pragmatic C-ish codebase: we don't use fancy C++ features, we don't include C++ headers,
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     and ImGui:: is a namespace. We rarely use member functions (and when we did, I am mostly regretting it now).
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     This is to increase compatibility, increase maintainability and facilitate use from other languages.
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   - C++: ImVec2/ImVec4 do not expose math operators by default, because it is expected that you use your own math types.
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     See FAQ "How can I use my own math types instead of ImVec2/ImVec4?" for details about setting up imconfig.h for that.
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     We can can optionally export math operators for ImVec2/ImVec4 using IMGUI_DEFINE_MATH_OPERATORS, which we use internally.
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   - C++: pay attention that ImVector<> manipulates plain-old-data and does not honor construction/destruction
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     (so don't use ImVector in your code or at our own risk!).
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   - Building: We don't use nor mandate a build system for the main library.
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     This is in an effort to ensure that it works in the real world aka with any esoteric build setup.
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     This is also because providing a build system for the main library would be of little-value.
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     The build problems are almost never coming from the main library but from specific backends.
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 HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI
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 ----------------------------------------------
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 - Update submodule or copy/overwrite every file.
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 - About imconfig.h:
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   - You may modify your copy of imconfig.h, in this case don't overwrite it.
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   - or you may locally branch to modify imconfig.h and merge/rebase latest.
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   - or you may '#define IMGUI_USER_CONFIG "my_config_file.h"' globally from your build system to
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     specify a custom path for your imconfig.h file and instead not have to modify the default one.
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 - Overwrite all the sources files except for imconfig.h (if you have modified your copy of imconfig.h)
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 - Or maintain your own branch where you have imconfig.h modified as a top-most commit which you can regularly rebase over "master".
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 - You can also use '#define IMGUI_USER_CONFIG "my_config_file.h" to redirect configuration to your own file.
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 - Read the "API BREAKING CHANGES" section (below). This is where we list occasional API breaking changes.
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   If a function/type has been renamed / or marked obsolete, try to fix the name in your code before it is permanently removed
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   from the public API. If you have a problem with a missing function/symbols, search for its name in the code, there will
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   likely be a comment about it. Please report any issue to the GitHub page!
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 - To find out usage of old API, you can add '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in your configuration file.
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 - Try to keep your copy of Dear ImGui reasonably up to date!
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 GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE
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 ---------------------------------------------------------------
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 - See https://github.com/ocornut/imgui/wiki/Getting-Started.
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 - Run and study the examples and demo in imgui_demo.cpp to get acquainted with the library.
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 - In the majority of cases you should be able to use unmodified backends files available in the backends/ folder.
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 - Add the Dear ImGui source files + selected backend source files to your projects or using your preferred build system.
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   It is recommended you build and statically link the .cpp files as part of your project and NOT as a shared library (DLL).
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 - You can later customize the imconfig.h file to tweak some compile-time behavior, such as integrating Dear ImGui types with your own maths types.
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 - When using Dear ImGui, your programming IDE is your friend: follow the declaration of variables, functions and types to find comments about them.
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 - Dear ImGui never touches or knows about your GPU state. The only function that knows about GPU is the draw function that you provide.
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   Effectively it means you can create widgets at any time in your code, regardless of considerations of being in "update" vs "render"
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   phases of your own application. All rendering information is stored into command-lists that you will retrieve after calling ImGui::Render().
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 - Refer to the backends and demo applications in the examples/ folder for instruction on how to setup your code.
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 - If you are running over a standard OS with a common graphics API, you should be able to use unmodified imgui_impl_*** files from the examples/ folder.
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 HOW A SIMPLE APPLICATION MAY LOOK LIKE
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 --------------------------------------
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 EXHIBIT 1: USING THE EXAMPLE BACKENDS (= imgui_impl_XXX.cpp files from the backends/ folder).
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 The sub-folders in examples/ contain examples applications following this structure.
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     // Application init: create a dear imgui context, setup some options, load fonts
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     ImGui::CreateContext();
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     ImGuiIO& io = ImGui::GetIO();
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     // TODO: Set optional io.ConfigFlags values, e.g. 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard' to enable keyboard controls.
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     // TODO: Fill optional fields of the io structure later.
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     // TODO: Load TTF/OTF fonts if you don't want to use the default font.
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     // Initialize helper Platform and Renderer backends (here we are using imgui_impl_win32.cpp and imgui_impl_dx11.cpp)
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     ImGui_ImplWin32_Init(hwnd);
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     ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext);
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     // Application main loop
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     while (true)
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     {
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         // Feed inputs to dear imgui, start new frame
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         ImGui_ImplDX11_NewFrame();
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         ImGui_ImplWin32_NewFrame();
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         ImGui::NewFrame();
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         // Any application code here
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         ImGui::Text("Hello, world!");
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         // Render dear imgui into screen
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         ImGui::Render();
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         ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
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         g_pSwapChain->Present(1, 0);
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     }
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     // Shutdown
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     ImGui_ImplDX11_Shutdown();
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     ImGui_ImplWin32_Shutdown();
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     ImGui::DestroyContext();
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 EXHIBIT 2: IMPLEMENTING CUSTOM BACKEND / CUSTOM ENGINE
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     // Application init: create a dear imgui context, setup some options, load fonts
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     ImGui::CreateContext();
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     ImGuiIO& io = ImGui::GetIO();
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     // TODO: Set optional io.ConfigFlags values, e.g. 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard' to enable keyboard controls.
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     // TODO: Fill optional fields of the io structure later.
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     // TODO: Load TTF/OTF fonts if you don't want to use the default font.
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     // Build and load the texture atlas into a texture
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     // (In the examples/ app this is usually done within the ImGui_ImplXXX_Init() function from one of the demo Renderer)
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     int width, height;
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     unsigned char* pixels = nullptr;
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     io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
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     // At this point you've got the texture data and you need to upload that to your graphic system:
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     // After we have created the texture, store its pointer/identifier (_in whichever format your engine uses_) in 'io.Fonts->TexID'.
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     // This will be passed back to your via the renderer. Basically ImTextureID == void*. Read FAQ for details about ImTextureID.
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     MyTexture* texture = MyEngine::CreateTextureFromMemoryPixels(pixels, width, height, TEXTURE_TYPE_RGBA32)
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     io.Fonts->SetTexID((void*)texture);
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     // Application main loop
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     while (true)
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     {
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        // Setup low-level inputs, e.g. on Win32: calling GetKeyboardState(), or write to those fields from your Windows message handlers, etc.
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        // (In the examples/ app this is usually done within the ImGui_ImplXXX_NewFrame() function from one of the demo Platform Backends)
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        io.DeltaTime = 1.0f/60.0f;              // set the time elapsed since the previous frame (in seconds)
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        io.DisplaySize.x = 1920.0f;             // set the current display width
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        io.DisplaySize.y = 1280.0f;             // set the current display height here
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        io.AddMousePosEvent(mouse_x, mouse_y);  // update mouse position
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        io.AddMouseButtonEvent(0, mouse_b[0]);  // update mouse button states
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        io.AddMouseButtonEvent(1, mouse_b[1]);  // update mouse button states
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        // Call NewFrame(), after this point you can use ImGui::* functions anytime
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        // (So you want to try calling NewFrame() as early as you can in your main loop to be able to use Dear ImGui everywhere)
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        ImGui::NewFrame();
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        // Most of your application code here
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        ImGui::Text("Hello, world!");
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        MyGameUpdate(); // may use any Dear ImGui functions, e.g. ImGui::Begin("My window"); ImGui::Text("Hello, world!"); ImGui::End();
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        MyGameRender(); // may use any Dear ImGui functions as well!
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        // Render dear imgui, swap buffers
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        // (You want to try calling EndFrame/Render as late as you can, to be able to use Dear ImGui in your own game rendering code)
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        ImGui::EndFrame();
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        ImGui::Render();
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        ImDrawData* draw_data = ImGui::GetDrawData();
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        MyImGuiRenderFunction(draw_data);
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        SwapBuffers();
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     }
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     // Shutdown
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     ImGui::DestroyContext();
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 To decide whether to dispatch mouse/keyboard inputs to Dear ImGui to the rest of your application,
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 you should read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags!
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 Please read the FAQ entry "How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?" about this.
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 HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE
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 ---------------------------------------------
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 The backends in impl_impl_XXX.cpp files contain many working implementations of a rendering function.
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    void MyImGuiRenderFunction(ImDrawData* draw_data)
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    {
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       // TODO: Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
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       // TODO: Setup texture sampling state: sample with bilinear filtering (NOT point/nearest filtering). Use 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines;' to allow point/nearest filtering.
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       // TODO: Setup viewport covering draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize
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       // TODO: Setup orthographic projection matrix cover draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize
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       // TODO: Setup shader: vertex { float2 pos, float2 uv, u32 color }, fragment shader sample color from 1 texture, multiply by vertex color.
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       ImVec2 clip_off = draw_data->DisplayPos;
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       for (int n = 0; n < draw_data->CmdListsCount; n++)
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       {
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          const ImDrawList* cmd_list = draw_data->CmdLists[n];
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          const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data;  // vertex buffer generated by Dear ImGui
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          const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;   // index buffer generated by Dear ImGui
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          for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
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          {
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             const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
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             if (pcmd->UserCallback)
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             {
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                 pcmd->UserCallback(cmd_list, pcmd);
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             }
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             else
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             {
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                 // Project scissor/clipping rectangles into framebuffer space
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                 ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y);
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                 ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y);
398
                 if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
399
                     continue;
400
401
                 // We are using scissoring to clip some objects. All low-level graphics API should support it.
402
                 // - If your engine doesn't support scissoring yet, you may ignore this at first. You will get some small glitches
403
                 //   (some elements visible outside their bounds) but you can fix that once everything else works!
404
                 // - Clipping coordinates are provided in imgui coordinates space:
405
                 //   - For a given viewport, draw_data->DisplayPos == viewport->Pos and draw_data->DisplaySize == viewport->Size
406
                 //   - In a single viewport application, draw_data->DisplayPos == (0,0) and draw_data->DisplaySize == io.DisplaySize, but always use GetMainViewport()->Pos/Size instead of hardcoding those values.
407
                 //   - In the interest of supporting multi-viewport applications (see 'docking' branch on github),
408
                 //     always subtract draw_data->DisplayPos from clipping bounds to convert them to your viewport space.
409
                 // - Note that pcmd->ClipRect contains Min+Max bounds. Some graphics API may use Min+Max, other may use Min+Size (size being Max-Min)
410
                 MyEngineSetScissor(clip_min.x, clip_min.y, clip_max.x, clip_max.y);
411
412
                 // The texture for the draw call is specified by pcmd->GetTexID().
413
                 // The vast majority of draw calls will use the Dear ImGui texture atlas, which value you have set yourself during initialization.
414
                 MyEngineBindTexture((MyTexture*)pcmd->GetTexID());
415
416
                 // Render 'pcmd->ElemCount/3' indexed triangles.
417
                 // By default the indices ImDrawIdx are 16-bit, you can change them to 32-bit in imconfig.h if your engine doesn't support 16-bit indices.
418
                 MyEngineDrawIndexedTriangles(pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer + pcmd->IdxOffset, vtx_buffer, pcmd->VtxOffset);
419
             }
420
          }
421
       }
422
    }
423
424
425
 API BREAKING CHANGES
426
 ====================
427
428
 Occasionally introducing changes that are breaking the API. We try to make the breakage minor and easy to fix.
429
 Below is a change-log of API breaking changes only. If you are using one of the functions listed, expect to have to fix some code.
430
 When you are not sure about an old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files.
431
 You can read releases logs https://github.com/ocornut/imgui/releases for more details.
432
433
(Docking/Viewport Branch)
434
 - 2024/XX/XX (1.XXXX) - when multi-viewports are enabled, all positions will be in your natural OS coordinates space. It means that:
435
                          - reference to hard-coded positions such as in SetNextWindowPos(ImVec2(0,0)) are probably not what you want anymore.
436
                            you may use GetMainViewport()->Pos to offset hard-coded positions, e.g. SetNextWindowPos(GetMainViewport()->Pos)
437
                          - likewise io.MousePos and GetMousePos() will use OS coordinates.
438
                            If you query mouse positions to interact with non-imgui coordinates you will need to offset them, e.g. subtract GetWindowViewport()->Pos.
439
440
 - 2024/01/15 (1.90.2) - commented out obsolete ImGuiIO::ImeWindowHandle marked obsolete in 1.87, favor of writing to 'void* ImGuiViewport::PlatformHandleRaw'.
441
 - 2023/12/19 (1.90.1) - commented out obsolete ImGuiKey_KeyPadEnter redirection to ImGuiKey_KeypadEnter.
442
 - 2023/11/06 (1.90.1) - removed CalcListClipping() marked obsolete in 1.86. Prefer using ImGuiListClipper which can return non-contiguous ranges.
443
 - 2023/11/05 (1.90.1) - imgui_freetype: commented out ImGuiFreeType::BuildFontAtlas() obsoleted in 1.81. prefer using #define IMGUI_ENABLE_FREETYPE or see commented code for manual calls.
444
 - 2023/11/05 (1.90.1) - internals,columns: commented out legacy ImGuiColumnsFlags_XXX symbols redirecting to ImGuiOldColumnsFlags_XXX, obsoleted from imgui_internal.h in 1.80.
445
 - 2023/11/09 (1.90.0) - removed IM_OFFSETOF() macro in favor of using offsetof() available in C++11. Kept redirection define (will obsolete).
446
 - 2023/11/07 (1.90.0) - removed BeginChildFrame()/EndChildFrame() in favor of using BeginChild() with the ImGuiChildFlags_FrameStyle flag. kept inline redirection function (will obsolete).
447
                         those functions were merely PushStyle/PopStyle helpers, the removal isn't so much motivated by needing to add the feature in BeginChild(), but by the necessity to avoid BeginChildFrame() signature mismatching BeginChild() signature and features.
448
 - 2023/11/02 (1.90.0) - BeginChild: upgraded 'bool border = true' parameter to 'ImGuiChildFlags flags' type, added ImGuiChildFlags_Border equivalent. As with our prior "bool-to-flags" API updates, the ImGuiChildFlags_Border value is guaranteed to be == true forever to ensure a smoother transition, meaning all existing calls will still work.
449
                           - old: BeginChild("Name", size, true)
450
                           - new: BeginChild("Name", size, ImGuiChildFlags_Border)
451
                           - old: BeginChild("Name", size, false)
452
                           - new: BeginChild("Name", size) or BeginChild("Name", 0) or BeginChild("Name", size, ImGuiChildFlags_None)
453
 - 2023/11/02 (1.90.0) - BeginChild: added child-flag ImGuiChildFlags_AlwaysUseWindowPadding as a replacement for the window-flag ImGuiWindowFlags_AlwaysUseWindowPadding: the feature only ever made sense for BeginChild() anyhow.
454
                           - old: BeginChild("Name", size, 0, ImGuiWindowFlags_AlwaysUseWindowPadding);
455
                           - new: BeginChild("Name", size, ImGuiChildFlags_AlwaysUseWindowPadding, 0);
456
 - 2023/09/27 (1.90.0) - io: removed io.MetricsActiveAllocations introduced in 1.63. Same as 'g.DebugMemAllocCount - g.DebugMemFreeCount' (still displayed in Metrics, unlikely to be accessed by end-user).
457
 - 2023/09/26 (1.90.0) - debug tools: Renamed ShowStackToolWindow() ("Stack Tool") to ShowIDStackToolWindow() ("ID Stack Tool"), as earlier name was misleading. Kept inline redirection function. (#4631)
458
 - 2023/09/15 (1.90.0) - ListBox, Combo: changed signature of "name getter" callback in old one-liner ListBox()/Combo() apis. kept inline redirection function (will obsolete).
459
                           - old: bool Combo(const char* label, int* current_item, bool (*getter)(void* user_data, int idx, const char** out_text), ...)
460
                           - new: bool Combo(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), ...);
461
                           - old: bool ListBox(const char* label, int* current_item, bool (*getting)(void* user_data, int idx, const char** out_text), ...);
462
                           - new: bool ListBox(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), ...);
463
 - 2023/09/08 (1.90.0) - commented out obsolete redirecting functions:
464
                           - GetWindowContentRegionWidth()  -> use GetWindowContentRegionMax().x - GetWindowContentRegionMin().x. Consider that generally 'GetContentRegionAvail().x' is more useful.
465
                           - ImDrawCornerFlags_XXX          -> use ImDrawFlags_RoundCornersXXX flags. Read 1.82 Changelog for details + grep commented names in sources.
466
                       - commented out runtime support for hardcoded ~0 or 0x01..0x0F rounding flags values for AddRect()/AddRectFilled()/PathRect()/AddImageRounded() -> use ImDrawFlags_RoundCornersXXX flags. Read 1.82 Changelog for details
467
 - 2023/08/25 (1.89.9) - clipper: Renamed IncludeRangeByIndices() (also called ForceDisplayRangeByIndices() before 1.89.6) to IncludeItemsByIndex(). Kept inline redirection function. Sorry!
468
 - 2023/07/12 (1.89.8) - ImDrawData: CmdLists now owned, changed from ImDrawList** to ImVector<ImDrawList*>. Majority of users shouldn't be affected, but you cannot compare to NULL nor reassign manually anymore. Instead use AddDrawList(). (#6406, #4879, #1878)
469
 - 2023/06/28 (1.89.7) - overlapping items: obsoleted 'SetItemAllowOverlap()' (called after item) in favor of calling 'SetNextItemAllowOverlap()' (called before item). 'SetItemAllowOverlap()' didn't and couldn't work reliably since 1.89 (2022-11-15).
470
 - 2023/06/28 (1.89.7) - overlapping items: renamed 'ImGuiTreeNodeFlags_AllowItemOverlap' to 'ImGuiTreeNodeFlags_AllowOverlap', 'ImGuiSelectableFlags_AllowItemOverlap' to 'ImGuiSelectableFlags_AllowOverlap'. Kept redirecting enums (will obsolete).
471
 - 2023/06/28 (1.89.7) - overlapping items: IsItemHovered() now by default return false when querying an item using AllowOverlap mode which is being overlapped. Use ImGuiHoveredFlags_AllowWhenOverlappedByItem to revert to old behavior.
472
 - 2023/06/28 (1.89.7) - overlapping items: Selectable and TreeNode don't allow overlap when active so overlapping widgets won't appear as hovered. While this fixes a common small visual issue, it also means that calling IsItemHovered() after a non-reactive elements - e.g. Text() - overlapping an active one may fail if you don't use IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem). (#6610)
473
 - 2023/06/20 (1.89.7) - moved io.HoverDelayShort/io.HoverDelayNormal to style.HoverDelayShort/style.HoverDelayNormal. As the fields were added in 1.89 and expected to be left unchanged by most users, or only tweaked once during app initialization, we are exceptionally accepting the breakage.
474
 - 2023/05/30 (1.89.6) - backends: renamed "imgui_impl_sdlrenderer.cpp" to "imgui_impl_sdlrenderer2.cpp" and "imgui_impl_sdlrenderer.h" to "imgui_impl_sdlrenderer2.h". This is in prevision for the future release of SDL3.
475
 - 2023/05/22 (1.89.6) - listbox: commented out obsolete/redirecting functions that were marked obsolete more than two years ago:
476
                           - ListBoxHeader()  -> use BeginListBox() (note how two variants of ListBoxHeader() existed. Check commented versions in imgui.h for reference)
477
                           - ListBoxFooter()  -> use EndListBox()
478
 - 2023/05/15 (1.89.6) - clipper: commented out obsolete redirection constructor 'ImGuiListClipper(int items_count, float items_height = -1.0f)' that was marked obsolete in 1.79. Use default constructor + clipper.Begin().
479
 - 2023/05/15 (1.89.6) - clipper: renamed ImGuiListClipper::ForceDisplayRangeByIndices() to ImGuiListClipper::IncludeRangeByIndices().
480
 - 2023/03/14 (1.89.4) - commented out redirecting enums/functions names that were marked obsolete two years ago:
481
                           - ImGuiSliderFlags_ClampOnInput        -> use ImGuiSliderFlags_AlwaysClamp
482
                           - ImGuiInputTextFlags_AlwaysInsertMode -> use ImGuiInputTextFlags_AlwaysOverwrite
483
                           - ImDrawList::AddBezierCurve()         -> use ImDrawList::AddBezierCubic()
484
                           - ImDrawList::PathBezierCurveTo()      -> use ImDrawList::PathBezierCubicCurveTo()
485
 - 2023/03/09 (1.89.4) - renamed PushAllowKeyboardFocus()/PopAllowKeyboardFocus() to PushTabStop()/PopTabStop(). Kept inline redirection functions (will obsolete).
486
 - 2023/03/09 (1.89.4) - tooltips: Added 'bool' return value to BeginTooltip() for API consistency. Please only submit contents and call EndTooltip() if BeginTooltip() returns true. In reality the function will _currently_ always return true, but further changes down the line may change this, best to clarify API sooner.
487
 - 2023/02/15 (1.89.4) - moved the optional "courtesy maths operators" implementation from imgui_internal.h in imgui.h.
488
                         Even though we encourage using your own maths types and operators by setting up IM_VEC2_CLASS_EXTRA,
489
                         it has been frequently requested by people to use our own. We had an opt-in define which was
490
                         previously fulfilled in imgui_internal.h. It is now fulfilled in imgui.h. (#6164)
491
                           - OK:     #define IMGUI_DEFINE_MATH_OPERATORS / #include "imgui.h" / #include "imgui_internal.h"
492
                           - Error:  #include "imgui.h" / #define IMGUI_DEFINE_MATH_OPERATORS / #include "imgui_internal.h"
493
 - 2023/02/07 (1.89.3) - backends: renamed "imgui_impl_sdl.cpp" to "imgui_impl_sdl2.cpp" and "imgui_impl_sdl.h" to "imgui_impl_sdl2.h". (#6146) This is in prevision for the future release of SDL3.
494
 - 2022/10/26 (1.89)   - commented out redirecting OpenPopupContextItem() which was briefly the name of OpenPopupOnItemClick() from 1.77 to 1.79.
495
 - 2022/10/12 (1.89)   - removed runtime patching of invalid "%f"/"%0.f" format strings for DragInt()/SliderInt(). This was obsoleted in 1.61 (May 2018). See 1.61 changelog for details.
496
 - 2022/09/26 (1.89)   - renamed and merged keyboard modifiers key enums and flags into a same set. Kept inline redirection enums (will obsolete).
497
                           - ImGuiKey_ModCtrl  and ImGuiModFlags_Ctrl  -> ImGuiMod_Ctrl
498
                           - ImGuiKey_ModShift and ImGuiModFlags_Shift -> ImGuiMod_Shift
499
                           - ImGuiKey_ModAlt   and ImGuiModFlags_Alt   -> ImGuiMod_Alt
500
                           - ImGuiKey_ModSuper and ImGuiModFlags_Super -> ImGuiMod_Super
501
                         the ImGuiKey_ModXXX were introduced in 1.87 and mostly used by backends.
502
                         the ImGuiModFlags_XXX have been exposed in imgui.h but not really used by any public api only by third-party extensions.
503
                         exceptionally commenting out the older ImGuiKeyModFlags_XXX names ahead of obsolescence schedule to reduce confusion and because they were not meant to be used anyway.
504
 - 2022/09/20 (1.89)   - ImGuiKey is now a typed enum, allowing ImGuiKey_XXX symbols to be named in debuggers.
505
                         this will require uses of legacy backend-dependent indices to be casted, e.g.
506
                            - with imgui_impl_glfw:  IsKeyPressed(GLFW_KEY_A) -> IsKeyPressed((ImGuiKey)GLFW_KEY_A);
507
                            - with imgui_impl_win32: IsKeyPressed('A')        -> IsKeyPressed((ImGuiKey)'A')
508
                            - etc. However if you are upgrading code you might well use the better, backend-agnostic IsKeyPressed(ImGuiKey_A) now!
509
 - 2022/09/12 (1.89) - removed the bizarre legacy default argument for 'TreePush(const void* ptr = NULL)', always pass a pointer value explicitly. NULL/nullptr is ok but require cast, e.g. TreePush((void*)nullptr);
510
 - 2022/09/05 (1.89) - commented out redirecting functions/enums names that were marked obsolete in 1.77 and 1.78 (June 2020):
511
                         - DragScalar(), DragScalarN(), DragFloat(), DragFloat2(), DragFloat3(), DragFloat4(): For old signatures ending with (..., const char* format, float power = 1.0f) -> use (..., format ImGuiSliderFlags_Logarithmic) if power != 1.0f.
512
                         - SliderScalar(), SliderScalarN(), SliderFloat(), SliderFloat2(), SliderFloat3(), SliderFloat4(): For old signatures ending with (..., const char* format, float power = 1.0f) -> use (..., format ImGuiSliderFlags_Logarithmic) if power != 1.0f.
513
                         - BeginPopupContextWindow(const char*, ImGuiMouseButton, bool) -> use BeginPopupContextWindow(const char*, ImGuiPopupFlags)
514
 - 2022/09/02 (1.89) - obsoleted using SetCursorPos()/SetCursorScreenPos() to extend parent window/cell boundaries.
515
                       this relates to when moving the cursor position beyond current boundaries WITHOUT submitting an item.
516
                         - previously this would make the window content size ~200x200:
517
                              Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + End();
518
                         - instead, please submit an item:
519
                              Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + Dummy(ImVec2(0,0)) + End();
520
                         - alternative:
521
                              Begin(...) + Dummy(ImVec2(200,200)) + End();
522
                         - content size is now only extended when submitting an item!
523
                         - with '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' this will now be detected and assert.
524
                         - without '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' this will silently be fixed until we obsolete it.
525
 - 2022/08/03 (1.89) - changed signature of ImageButton() function. Kept redirection function (will obsolete).
526
                        - added 'const char* str_id' parameter + removed 'int frame_padding = -1' parameter.
527
                        - old signature: bool ImageButton(ImTextureID tex_id, ImVec2 size, ImVec2 uv0 = ImVec2(0,0), ImVec2 uv1 = ImVec2(1,1), int frame_padding = -1, ImVec4 bg_col = ImVec4(0,0,0,0), ImVec4 tint_col = ImVec4(1,1,1,1));
528
                          - used the ImTextureID value to create an ID. This was inconsistent with other functions, led to ID conflicts, and caused problems with engines using transient ImTextureID values.
529
                          - had a FramePadding override which was inconsistent with other functions and made the already-long signature even longer.
530
                        - new signature: bool ImageButton(const char* str_id, ImTextureID tex_id, ImVec2 size, ImVec2 uv0 = ImVec2(0,0), ImVec2 uv1 = ImVec2(1,1), ImVec4 bg_col = ImVec4(0,0,0,0), ImVec4 tint_col = ImVec4(1,1,1,1));
531
                          - requires an explicit identifier. You may still use e.g. PushID() calls and then pass an empty identifier.
532
                          - always uses style.FramePadding for padding, to be consistent with other buttons. You may use PushStyleVar() to alter this.
533
 - 2022/07/08 (1.89) - inputs: removed io.NavInputs[] and ImGuiNavInput enum (following 1.87 changes).
534
                        - Official backends from 1.87+                  -> no issue.
535
                        - Official backends from 1.60 to 1.86           -> will build and convert gamepad inputs, unless IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Need updating!
536
                        - Custom backends not writing to io.NavInputs[] -> no issue.
537
                        - Custom backends writing to io.NavInputs[]     -> will build and convert gamepad inputs, unless IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Need fixing!
538
                        - TL;DR: Backends should call io.AddKeyEvent()/io.AddKeyAnalogEvent() with ImGuiKey_GamepadXXX values instead of filling io.NavInput[].
539
 - 2022/06/15 (1.88) - renamed IMGUI_DISABLE_METRICS_WINDOW to IMGUI_DISABLE_DEBUG_TOOLS for correctness. kept support for old define (will obsolete).
540
 - 2022/05/03 (1.88) - backends: osx: removed ImGui_ImplOSX_HandleEvent() from backend API in favor of backend automatically handling event capture. All ImGui_ImplOSX_HandleEvent() calls should be removed as they are now unnecessary.
541
 - 2022/04/05 (1.88) - inputs: renamed ImGuiKeyModFlags to ImGuiModFlags. Kept inline redirection enums (will obsolete). This was never used in public API functions but technically present in imgui.h and ImGuiIO.
542
 - 2022/01/20 (1.87) - inputs: reworded gamepad IO.
543
                        - Backend writing to io.NavInputs[]            -> backend should call io.AddKeyEvent()/io.AddKeyAnalogEvent() with ImGuiKey_GamepadXXX values.
544
 - 2022/01/19 (1.87) - sliders, drags: removed support for legacy arithmetic operators (+,+-,*,/) when inputing text. This doesn't break any api/code but a feature that used to be accessible by end-users (which seemingly no one used).
545
 - 2022/01/17 (1.87) - inputs: reworked mouse IO.
546
                        - Backend writing to io.MousePos               -> backend should call io.AddMousePosEvent()
547
                        - Backend writing to io.MouseDown[]            -> backend should call io.AddMouseButtonEvent()
548
                        - Backend writing to io.MouseWheel             -> backend should call io.AddMouseWheelEvent()
549
                        - Backend writing to io.MouseHoveredViewport   -> backend should call io.AddMouseViewportEvent() [Docking branch w/ multi-viewports only]
550
                       note: for all calls to IO new functions, the Dear ImGui context should be bound/current.
551
                       read https://github.com/ocornut/imgui/issues/4921 for details.
552
 - 2022/01/10 (1.87) - inputs: reworked keyboard IO. Removed io.KeyMap[], io.KeysDown[] in favor of calling io.AddKeyEvent(). Removed GetKeyIndex(), now unecessary. All IsKeyXXX() functions now take ImGuiKey values. All features are still functional until IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Read Changelog and Release Notes for details.
553
                        - IsKeyPressed(MY_NATIVE_KEY_XXX)              -> use IsKeyPressed(ImGuiKey_XXX)
554
                        - IsKeyPressed(GetKeyIndex(ImGuiKey_XXX))      -> use IsKeyPressed(ImGuiKey_XXX)
555
                        - Backend writing to io.KeyMap[],io.KeysDown[] -> backend should call io.AddKeyEvent() (+ call io.SetKeyEventNativeData() if you want legacy user code to stil function with legacy key codes).
556
                        - Backend writing to io.KeyCtrl, io.KeyShift.. -> backend should call io.AddKeyEvent() with ImGuiMod_XXX values. *IF YOU PULLED CODE BETWEEN 2021/01/10 and 2021/01/27: We used to have a io.AddKeyModsEvent() function which was now replaced by io.AddKeyEvent() with ImGuiMod_XXX values.*
557
                     - one case won't work with backward compatibility: if your custom backend used ImGuiKey as mock native indices (e.g. "io.KeyMap[ImGuiKey_A] = ImGuiKey_A") because those values are now larger than the legacy KeyDown[] array. Will assert.
558
                     - inputs: added ImGuiKey_ModCtrl/ImGuiKey_ModShift/ImGuiKey_ModAlt/ImGuiKey_ModSuper values to submit keyboard modifiers using io.AddKeyEvent(), instead of writing directly to io.KeyCtrl, io.KeyShift, io.KeyAlt, io.KeySuper.
559
 - 2022/01/05 (1.87) - inputs: renamed ImGuiKey_KeyPadEnter to ImGuiKey_KeypadEnter to align with new symbols. Kept redirection enum.
560
 - 2022/01/05 (1.87) - removed io.ImeSetInputScreenPosFn() in favor of more flexible io.SetPlatformImeDataFn(). Removed 'void* io.ImeWindowHandle' in favor of writing to 'void* ImGuiViewport::PlatformHandleRaw'.
561
 - 2022/01/01 (1.87) - commented out redirecting functions/enums names that were marked obsolete in 1.69, 1.70, 1.71, 1.72 (March-July 2019)
562
                        - ImGui::SetNextTreeNodeOpen()        -> use ImGui::SetNextItemOpen()
563
                        - ImGui::GetContentRegionAvailWidth() -> use ImGui::GetContentRegionAvail().x
564
                        - ImGui::TreeAdvanceToLabelPos()      -> use ImGui::SetCursorPosX(ImGui::GetCursorPosX() + ImGui::GetTreeNodeToLabelSpacing());
565
                        - ImFontAtlas::CustomRect             -> use ImFontAtlasCustomRect
566
                        - ImGuiColorEditFlags_RGB/HSV/HEX     -> use ImGuiColorEditFlags_DisplayRGB/HSV/Hex
567
 - 2021/12/20 (1.86) - backends: removed obsolete Marmalade backend (imgui_impl_marmalade.cpp) + example. Find last supported version at https://github.com/ocornut/imgui/wiki/Bindings
568
 - 2021/11/04 (1.86) - removed CalcListClipping() function. Prefer using ImGuiListClipper which can return non-contiguous ranges. Please open an issue if you think you really need this function.
569
 - 2021/08/23 (1.85) - removed GetWindowContentRegionWidth() function. keep inline redirection helper. can use 'GetWindowContentRegionMax().x - GetWindowContentRegionMin().x' instead for generally 'GetContentRegionAvail().x' is more useful.
570
 - 2021/07/26 (1.84) - commented out redirecting functions/enums names that were marked obsolete in 1.67 and 1.69 (March 2019):
571
                        - ImGui::GetOverlayDrawList() -> use ImGui::GetForegroundDrawList()
572
                        - ImFont::GlyphRangesBuilder  -> use ImFontGlyphRangesBuilder
573
 - 2021/05/19 (1.83) - backends: obsoleted direct access to ImDrawCmd::TextureId in favor of calling ImDrawCmd::GetTexID().
574
                        - if you are using official backends from the source tree: you have nothing to do.
575
                        - if you have copied old backend code or using your own: change access to draw_cmd->TextureId to draw_cmd->GetTexID().
576
 - 2021/03/12 (1.82) - upgraded ImDrawList::AddRect(), AddRectFilled(), PathRect() to use ImDrawFlags instead of ImDrawCornersFlags.
577
                        - ImDrawCornerFlags_TopLeft  -> use ImDrawFlags_RoundCornersTopLeft
578
                        - ImDrawCornerFlags_BotRight -> use ImDrawFlags_RoundCornersBottomRight
579
                        - ImDrawCornerFlags_None     -> use ImDrawFlags_RoundCornersNone etc.
580
                       flags now sanely defaults to 0 instead of 0x0F, consistent with all other flags in the API.
581
                       breaking: the default with rounding > 0.0f is now "round all corners" vs old implicit "round no corners":
582
                        - rounding == 0.0f + flags == 0 --> meant no rounding  --> unchanged (common use)
583
                        - rounding  > 0.0f + flags != 0 --> meant rounding     --> unchanged (common use)
584
                        - rounding == 0.0f + flags != 0 --> meant no rounding  --> unchanged (unlikely use)
585
                        - rounding  > 0.0f + flags == 0 --> meant no rounding  --> BREAKING (unlikely use): will now round all corners --> use ImDrawFlags_RoundCornersNone or rounding == 0.0f.
586
                       this ONLY matters for hard coded use of 0 + rounding > 0.0f. Use of named ImDrawFlags_RoundCornersNone (new) or ImDrawCornerFlags_None (old) are ok.
587
                       the old ImDrawCornersFlags used awkward default values of ~0 or 0xF (4 lower bits set) to signify "round all corners" and we sometimes encouraged using them as shortcuts.
588
                       legacy path still support use of hard coded ~0 or any value from 0x1 or 0xF. They will behave the same with legacy paths enabled (will assert otherwise).
589
 - 2021/03/11 (1.82) - removed redirecting functions/enums names that were marked obsolete in 1.66 (September 2018):
590
                        - ImGui::SetScrollHere()              -> use ImGui::SetScrollHereY()
591
 - 2021/03/11 (1.82) - clarified that ImDrawList::PathArcTo(), ImDrawList::PathArcToFast() won't render with radius < 0.0f. Previously it sorts of accidentally worked but would generally lead to counter-clockwise paths and have an effect on anti-aliasing.
592
 - 2021/03/10 (1.82) - upgraded ImDrawList::AddPolyline() and PathStroke() "bool closed" parameter to "ImDrawFlags flags". The matching ImDrawFlags_Closed value is guaranteed to always stay == 1 in the future.
593
 - 2021/02/22 (1.82) - (*undone in 1.84*) win32+mingw: Re-enabled IME functions by default even under MinGW. In July 2016, issue #738 had me incorrectly disable those default functions for MinGW. MinGW users should: either link with -limm32, either set their imconfig file  with '#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS'.
594
 - 2021/02/17 (1.82) - renamed rarely used style.CircleSegmentMaxError (old default = 1.60f) to style.CircleTessellationMaxError (new default = 0.30f) as the meaning of the value changed.
595
 - 2021/02/03 (1.81) - renamed ListBoxHeader(const char* label, ImVec2 size) to BeginListBox(). Kept inline redirection function (will obsolete).
596
                     - removed ListBoxHeader(const char* label, int items_count, int height_in_items = -1) in favor of specifying size. Kept inline redirection function (will obsolete).
597
                     - renamed ListBoxFooter() to EndListBox(). Kept inline redirection function (will obsolete).
598
 - 2021/01/26 (1.81) - removed ImGuiFreeType::BuildFontAtlas(). Kept inline redirection function. Prefer using '#define IMGUI_ENABLE_FREETYPE', but there's a runtime selection path available too. The shared extra flags parameters (very rarely used) are now stored in ImFontAtlas::FontBuilderFlags.
599
                     - renamed ImFontConfig::RasterizerFlags (used by FreeType) to ImFontConfig::FontBuilderFlags.
600
                     - renamed ImGuiFreeType::XXX flags to ImGuiFreeTypeBuilderFlags_XXX for consistency with other API.
601
 - 2020/10/12 (1.80) - removed redirecting functions/enums that were marked obsolete in 1.63 (August 2018):
602
                        - ImGui::IsItemDeactivatedAfterChange() -> use ImGui::IsItemDeactivatedAfterEdit().
603
                        - ImGuiCol_ModalWindowDarkening       -> use ImGuiCol_ModalWindowDimBg
604
                        - ImGuiInputTextCallback              -> use ImGuiTextEditCallback
605
                        - ImGuiInputTextCallbackData          -> use ImGuiTextEditCallbackData
606
 - 2020/12/21 (1.80) - renamed ImDrawList::AddBezierCurve() to AddBezierCubic(), and PathBezierCurveTo() to PathBezierCubicCurveTo(). Kept inline redirection function (will obsolete).
607
 - 2020/12/04 (1.80) - added imgui_tables.cpp file! Manually constructed project files will need the new file added!
608
 - 2020/11/18 (1.80) - renamed undocumented/internals ImGuiColumnsFlags_* to ImGuiOldColumnFlags_* in prevision of incoming Tables API.
609
 - 2020/11/03 (1.80) - renamed io.ConfigWindowsMemoryCompactTimer to io.ConfigMemoryCompactTimer as the feature will apply to other data structures
610
 - 2020/10/14 (1.80) - backends: moved all backends files (imgui_impl_XXXX.cpp, imgui_impl_XXXX.h) from examples/ to backends/.
611
 - 2020/10/12 (1.80) - removed redirecting functions/enums that were marked obsolete in 1.60 (April 2018):
612
                        - io.RenderDrawListsFn pointer        -> use ImGui::GetDrawData() value and call the render function of your backend
613
                        - ImGui::IsAnyWindowFocused()         -> use ImGui::IsWindowFocused(ImGuiFocusedFlags_AnyWindow)
614
                        - ImGui::IsAnyWindowHovered()         -> use ImGui::IsWindowHovered(ImGuiHoveredFlags_AnyWindow)
615
                        - ImGuiStyleVar_Count_                -> use ImGuiStyleVar_COUNT
616
                        - ImGuiMouseCursor_Count_             -> use ImGuiMouseCursor_COUNT
617
                      - removed redirecting functions names that were marked obsolete in 1.61 (May 2018):
618
                        - InputFloat (... int decimal_precision ...) -> use InputFloat (... const char* format ...) with format = "%.Xf" where X is your value for decimal_precision.
619
                        - same for InputFloat2()/InputFloat3()/InputFloat4() variants taking a `int decimal_precision` parameter.
620
 - 2020/10/05 (1.79) - removed ImGuiListClipper: Renamed constructor parameters which created an ambiguous alternative to using the ImGuiListClipper::Begin() function, with misleading edge cases (note: imgui_memory_editor <0.40 from imgui_club/ used this old clipper API. Update your copy if needed).
621
 - 2020/09/25 (1.79) - renamed ImGuiSliderFlags_ClampOnInput to ImGuiSliderFlags_AlwaysClamp. Kept redirection enum (will obsolete sooner because previous name was added recently).
622
 - 2020/09/25 (1.79) - renamed style.TabMinWidthForUnselectedCloseButton to style.TabMinWidthForCloseButton.
623
 - 2020/09/21 (1.79) - renamed OpenPopupContextItem() back to OpenPopupOnItemClick(), reverting the change from 1.77. For varieties of reason this is more self-explanatory.
624
 - 2020/09/21 (1.79) - removed return value from OpenPopupOnItemClick() - returned true on mouse release on an item - because it is inconsistent with other popup APIs and makes others misleading. It's also and unnecessary: you can use IsWindowAppearing() after BeginPopup() for a similar result.
625
 - 2020/09/17 (1.79) - removed ImFont::DisplayOffset in favor of ImFontConfig::GlyphOffset. DisplayOffset was applied after scaling and not very meaningful/useful outside of being needed by the default ProggyClean font. If you scaled this value after calling AddFontDefault(), this is now done automatically. It was also getting in the way of better font scaling, so let's get rid of it now!
626
 - 2020/08/17 (1.78) - obsoleted use of the trailing 'float power=1.0f' parameter for DragFloat(), DragFloat2(), DragFloat3(), DragFloat4(), DragFloatRange2(), DragScalar(), DragScalarN(), SliderFloat(), SliderFloat2(), SliderFloat3(), SliderFloat4(), SliderScalar(), SliderScalarN(), VSliderFloat() and VSliderScalar().
627
                       replaced the 'float power=1.0f' argument with integer-based flags defaulting to 0 (as with all our flags).
628
                       worked out a backward-compatibility scheme so hopefully most C++ codebase should not be affected. in short, when calling those functions:
629
                       - if you omitted the 'power' parameter (likely!), you are not affected.
630
                       - if you set the 'power' parameter to 1.0f (same as previous default value): 1/ your compiler may warn on float>int conversion, 2/ everything else will work. 3/ you can replace the 1.0f value with 0 to fix the warning, and be technically correct.
631
                       - if you set the 'power' parameter to >1.0f (to enable non-linear editing): 1/ your compiler may warn on float>int conversion, 2/ code will assert at runtime, 3/ in case asserts are disabled, the code will not crash and enable the _Logarithmic flag. 4/ you can replace the >1.0f value with ImGuiSliderFlags_Logarithmic to fix the warning/assert and get a _similar_ effect as previous uses of power >1.0f.
632
                       see https://github.com/ocornut/imgui/issues/3361 for all details.
633
                       kept inline redirection functions (will obsolete) apart for: DragFloatRange2(), VSliderFloat(), VSliderScalar(). For those three the 'float power=1.0f' version was removed directly as they were most unlikely ever used.
634
                       for shared code, you can version check at compile-time with `#if IMGUI_VERSION_NUM >= 17704`.
635
                     - obsoleted use of v_min > v_max in DragInt, DragFloat, DragScalar to lock edits (introduced in 1.73, was not demoed nor documented very), will be replaced by a more generic ReadOnly feature. You may use the ImGuiSliderFlags_ReadOnly internal flag in the meantime.
636
 - 2020/06/23 (1.77) - removed BeginPopupContextWindow(const char*, int mouse_button, bool also_over_items) in favor of BeginPopupContextWindow(const char*, ImGuiPopupFlags flags) with ImGuiPopupFlags_NoOverItems.
637
 - 2020/06/15 (1.77) - renamed OpenPopupOnItemClick() to OpenPopupContextItem(). Kept inline redirection function (will obsolete). [NOTE: THIS WAS REVERTED IN 1.79]
638
 - 2020/06/15 (1.77) - removed CalcItemRectClosestPoint() entry point which was made obsolete and asserting in December 2017.
639
 - 2020/04/23 (1.77) - removed unnecessary ID (first arg) of ImFontAtlas::AddCustomRectRegular().
640
 - 2020/01/22 (1.75) - ImDrawList::AddCircle()/AddCircleFilled() functions don't accept negative radius any more.
641
 - 2019/12/17 (1.75) - [undid this change in 1.76] made Columns() limited to 64 columns by asserting above that limit. While the current code technically supports it, future code may not so we're putting the restriction ahead.
642
 - 2019/12/13 (1.75) - [imgui_internal.h] changed ImRect() default constructor initializes all fields to 0.0f instead of (FLT_MAX,FLT_MAX,-FLT_MAX,-FLT_MAX). If you used ImRect::Add() to create bounding boxes by adding multiple points into it, you may need to fix your initial value.
643
 - 2019/12/08 (1.75) - removed redirecting functions/enums that were marked obsolete in 1.53 (December 2017):
644
                       - ShowTestWindow()                    -> use ShowDemoWindow()
645
                       - IsRootWindowFocused()               -> use IsWindowFocused(ImGuiFocusedFlags_RootWindow)
646
                       - IsRootWindowOrAnyChildFocused()     -> use IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows)
647
                       - SetNextWindowContentWidth(w)        -> use SetNextWindowContentSize(ImVec2(w, 0.0f)
648
                       - GetItemsLineHeightWithSpacing()     -> use GetFrameHeightWithSpacing()
649
                       - ImGuiCol_ChildWindowBg              -> use ImGuiCol_ChildBg
650
                       - ImGuiStyleVar_ChildWindowRounding   -> use ImGuiStyleVar_ChildRounding
651
                       - ImGuiTreeNodeFlags_AllowOverlapMode -> use ImGuiTreeNodeFlags_AllowItemOverlap
652
                       - IMGUI_DISABLE_TEST_WINDOWS          -> use IMGUI_DISABLE_DEMO_WINDOWS
653
 - 2019/12/08 (1.75) - obsoleted calling ImDrawList::PrimReserve() with a negative count (which was vaguely documented and rarely if ever used). Instead, we added an explicit PrimUnreserve() API.
654
 - 2019/12/06 (1.75) - removed implicit default parameter to IsMouseDragging(int button = 0) to be consistent with other mouse functions (none of the other functions have it).
655
 - 2019/11/21 (1.74) - ImFontAtlas::AddCustomRectRegular() now requires an ID larger than 0x110000 (instead of 0x10000) to conform with supporting Unicode planes 1-16 in a future update. ID below 0x110000 will now assert.
656
 - 2019/11/19 (1.74) - renamed IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS to IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS for consistency.
657
 - 2019/11/19 (1.74) - renamed IMGUI_DISABLE_MATH_FUNCTIONS to IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS for consistency.
658
 - 2019/10/22 (1.74) - removed redirecting functions/enums that were marked obsolete in 1.52 (October 2017):
659
                       - Begin() [old 5 args version]        -> use Begin() [3 args], use SetNextWindowSize() SetNextWindowBgAlpha() if needed
660
                       - IsRootWindowOrAnyChildHovered()     -> use IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows)
661
                       - AlignFirstTextHeightToWidgets()     -> use AlignTextToFramePadding()
662
                       - SetNextWindowPosCenter()            -> use SetNextWindowPos() with a pivot of (0.5f, 0.5f)
663
                       - ImFont::Glyph                       -> use ImFontGlyph
664
 - 2019/10/14 (1.74) - inputs: Fixed a miscalculation in the keyboard/mouse "typematic" repeat delay/rate calculation, used by keys and e.g. repeating mouse buttons as well as the GetKeyPressedAmount() function.
665
                       if you were using a non-default value for io.KeyRepeatRate (previous default was 0.250), you can add +io.KeyRepeatDelay to it to compensate for the fix.
666
                       The function was triggering on: 0.0 and (delay+rate*N) where (N>=1). Fixed formula responds to (N>=0). Effectively it made io.KeyRepeatRate behave like it was set to (io.KeyRepeatRate + io.KeyRepeatDelay).
667
                       If you never altered io.KeyRepeatRate nor used GetKeyPressedAmount() this won't affect you.
668
 - 2019/07/15 (1.72) - removed TreeAdvanceToLabelPos() which is rarely used and only does SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()). Kept redirection function (will obsolete).
669
 - 2019/07/12 (1.72) - renamed ImFontAtlas::CustomRect to ImFontAtlasCustomRect. Kept redirection typedef (will obsolete).
670
 - 2019/06/14 (1.72) - removed redirecting functions/enums names that were marked obsolete in 1.51 (June 2017): ImGuiCol_Column*, ImGuiSetCond_*, IsItemHoveredRect(), IsPosHoveringAnyWindow(), IsMouseHoveringAnyWindow(), IsMouseHoveringWindow(), IMGUI_ONCE_UPON_A_FRAME. Grep this log for details and new names, or see how they were implemented until 1.71.
671
 - 2019/06/07 (1.71) - rendering of child window outer decorations (bg color, border, scrollbars) is now performed as part of the parent window. If you have
672
                       overlapping child windows in a same parent, and relied on their relative z-order to be mapped to their submission order, this will affect your rendering.
673
                       This optimization is disabled if the parent window has no visual output, because it appears to be the most common situation leading to the creation of overlapping child windows.
674
                       Please reach out if you are affected.
675
 - 2019/05/13 (1.71) - renamed SetNextTreeNodeOpen() to SetNextItemOpen(). Kept inline redirection function (will obsolete).
676
 - 2019/05/11 (1.71) - changed io.AddInputCharacter(unsigned short c) signature to io.AddInputCharacter(unsigned int c).
677
 - 2019/04/29 (1.70) - improved ImDrawList thick strokes (>1.0f) preserving correct thickness up to 90 degrees angles (e.g. rectangles). If you have custom rendering using thick lines, they will appear thicker now.
678
 - 2019/04/29 (1.70) - removed GetContentRegionAvailWidth(), use GetContentRegionAvail().x instead. Kept inline redirection function (will obsolete).
679
 - 2019/03/04 (1.69) - renamed GetOverlayDrawList() to GetForegroundDrawList(). Kept redirection function (will obsolete).
680
 - 2019/02/26 (1.69) - renamed ImGuiColorEditFlags_RGB/ImGuiColorEditFlags_HSV/ImGuiColorEditFlags_HEX to ImGuiColorEditFlags_DisplayRGB/ImGuiColorEditFlags_DisplayHSV/ImGuiColorEditFlags_DisplayHex. Kept redirection enums (will obsolete).
681
 - 2019/02/14 (1.68) - made it illegal/assert when io.DisplayTime == 0.0f (with an exception for the first frame). If for some reason your time step calculation gives you a zero value, replace it with an arbitrarily small value!
682
 - 2019/02/01 (1.68) - removed io.DisplayVisibleMin/DisplayVisibleMax (which were marked obsolete and removed from viewport/docking branch already).
683
 - 2019/01/06 (1.67) - renamed io.InputCharacters[], marked internal as was always intended. Please don't access directly, and use AddInputCharacter() instead!
684
 - 2019/01/06 (1.67) - renamed ImFontAtlas::GlyphRangesBuilder to ImFontGlyphRangesBuilder. Kept redirection typedef (will obsolete).
685
 - 2018/12/20 (1.67) - made it illegal to call Begin("") with an empty string. This somehow half-worked before but had various undesirable side-effects.
686
 - 2018/12/10 (1.67) - renamed io.ConfigResizeWindowsFromEdges to io.ConfigWindowsResizeFromEdges as we are doing a large pass on configuration flags.
687
 - 2018/10/12 (1.66) - renamed misc/stl/imgui_stl.* to misc/cpp/imgui_stdlib.* in prevision for other C++ helper files.
688
 - 2018/09/28 (1.66) - renamed SetScrollHere() to SetScrollHereY(). Kept redirection function (will obsolete).
689
 - 2018/09/06 (1.65) - renamed stb_truetype.h to imstb_truetype.h, stb_textedit.h to imstb_textedit.h, and stb_rect_pack.h to imstb_rectpack.h.
690
                       If you were conveniently using the imgui copy of those STB headers in your project you will have to update your include paths.
691
 - 2018/09/05 (1.65) - renamed io.OptCursorBlink/io.ConfigCursorBlink to io.ConfigInputTextCursorBlink. (#1427)
692
 - 2018/08/31 (1.64) - added imgui_widgets.cpp file, extracted and moved widgets code out of imgui.cpp into imgui_widgets.cpp. Re-ordered some of the code remaining in imgui.cpp.
693
                       NONE OF THE FUNCTIONS HAVE CHANGED. THE CODE IS SEMANTICALLY 100% IDENTICAL, BUT _EVERY_ FUNCTION HAS BEEN MOVED.
694
                       Because of this, any local modifications to imgui.cpp will likely conflict when you update. Read docs/CHANGELOG.txt for suggestions.
695
 - 2018/08/22 (1.63) - renamed IsItemDeactivatedAfterChange() to IsItemDeactivatedAfterEdit() for consistency with new IsItemEdited() API. Kept redirection function (will obsolete soonish as IsItemDeactivatedAfterChange() is very recent).
696
 - 2018/08/21 (1.63) - renamed ImGuiTextEditCallback to ImGuiInputTextCallback, ImGuiTextEditCallbackData to ImGuiInputTextCallbackData for consistency. Kept redirection types (will obsolete).
697
 - 2018/08/21 (1.63) - removed ImGuiInputTextCallbackData::ReadOnly since it is a duplication of (ImGuiInputTextCallbackData::Flags & ImGuiInputTextFlags_ReadOnly).
698
 - 2018/08/01 (1.63) - removed per-window ImGuiWindowFlags_ResizeFromAnySide beta flag in favor of a global io.ConfigResizeWindowsFromEdges [update 1.67 renamed to ConfigWindowsResizeFromEdges] to enable the feature.
699
 - 2018/08/01 (1.63) - renamed io.OptCursorBlink to io.ConfigCursorBlink [-> io.ConfigInputTextCursorBlink in 1.65], io.OptMacOSXBehaviors to ConfigMacOSXBehaviors for consistency.
700
 - 2018/07/22 (1.63) - changed ImGui::GetTime() return value from float to double to avoid accumulating floating point imprecisions over time.
701
 - 2018/07/08 (1.63) - style: renamed ImGuiCol_ModalWindowDarkening to ImGuiCol_ModalWindowDimBg for consistency with other features. Kept redirection enum (will obsolete).
702
 - 2018/06/08 (1.62) - examples: the imgui_impl_XXX files have been split to separate platform (Win32, GLFW, SDL2, etc.) from renderer (DX11, OpenGL, Vulkan,  etc.).
703
                       old backends will still work as is, however prefer using the separated backends as they will be updated to support multi-viewports.
704
                       when adopting new backends follow the main.cpp code of your preferred examples/ folder to know which functions to call.
705
                       in particular, note that old backends called ImGui::NewFrame() at the end of their ImGui_ImplXXXX_NewFrame() function.
706
 - 2018/06/06 (1.62) - renamed GetGlyphRangesChinese() to GetGlyphRangesChineseFull() to distinguish other variants and discourage using the full set.
707
 - 2018/06/06 (1.62) - TreeNodeEx()/TreeNodeBehavior(): the ImGuiTreeNodeFlags_CollapsingHeader helper now include the ImGuiTreeNodeFlags_NoTreePushOnOpen flag. See Changelog for details.
708
 - 2018/05/03 (1.61) - DragInt(): the default compile-time format string has been changed from "%.0f" to "%d", as we are not using integers internally any more.
709
                       If you used DragInt() with custom format strings, make sure you change them to use %d or an integer-compatible format.
710
                       To honor backward-compatibility, the DragInt() code will currently parse and modify format strings to replace %*f with %d, giving time to users to upgrade their code.
711
                       If you have IMGUI_DISABLE_OBSOLETE_FUNCTIONS enabled, the code will instead assert! You may run a reg-exp search on your codebase for e.g. "DragInt.*%f" to help you find them.
712
 - 2018/04/28 (1.61) - obsoleted InputFloat() functions taking an optional "int decimal_precision" in favor of an equivalent and more flexible "const char* format",
713
                       consistent with other functions. Kept redirection functions (will obsolete).
714
 - 2018/04/09 (1.61) - IM_DELETE() helper function added in 1.60 doesn't clear the input _pointer_ reference, more consistent with expectation and allows passing r-value.
715
 - 2018/03/20 (1.60) - renamed io.WantMoveMouse to io.WantSetMousePos for consistency and ease of understanding (was added in 1.52, _not_ used by core and only honored by some backend ahead of merging the Nav branch).
716
 - 2018/03/12 (1.60) - removed ImGuiCol_CloseButton, ImGuiCol_CloseButtonActive, ImGuiCol_CloseButtonHovered as the closing cross uses regular button colors now.
717
 - 2018/03/08 (1.60) - changed ImFont::DisplayOffset.y to default to 0 instead of +1. Fixed rounding of Ascent/Descent to match TrueType renderer. If you were adding or subtracting to ImFont::DisplayOffset check if your fonts are correctly aligned vertically.
718
 - 2018/03/03 (1.60) - renamed ImGuiStyleVar_Count_ to ImGuiStyleVar_COUNT and ImGuiMouseCursor_Count_ to ImGuiMouseCursor_COUNT for consistency with other public enums.
719
 - 2018/02/18 (1.60) - BeginDragDropSource(): temporarily removed the optional mouse_button=0 parameter because it is not really usable in many situations at the moment.
720
 - 2018/02/16 (1.60) - obsoleted the io.RenderDrawListsFn callback, you can call your graphics engine render function after ImGui::Render(). Use ImGui::GetDrawData() to retrieve the ImDrawData* to display.
721
 - 2018/02/07 (1.60) - reorganized context handling to be more explicit,
722
                       - YOU NOW NEED TO CALL ImGui::CreateContext() AT THE BEGINNING OF YOUR APP, AND CALL ImGui::DestroyContext() AT THE END.
723
                       - removed Shutdown() function, as DestroyContext() serve this purpose.
724
                       - you may pass a ImFontAtlas* pointer to CreateContext() to share a font atlas between contexts. Otherwise CreateContext() will create its own font atlas instance.
725
                       - removed allocator parameters from CreateContext(), they are now setup with SetAllocatorFunctions(), and shared by all contexts.
726
                       - removed the default global context and font atlas instance, which were confusing for users of DLL reloading and users of multiple contexts.
727
 - 2018/01/31 (1.60) - moved sample TTF files from extra_fonts/ to misc/fonts/. If you loaded files directly from the imgui repo you may need to update your paths.
728
 - 2018/01/11 (1.60) - obsoleted IsAnyWindowHovered() in favor of IsWindowHovered(ImGuiHoveredFlags_AnyWindow). Kept redirection function (will obsolete).
729
 - 2018/01/11 (1.60) - obsoleted IsAnyWindowFocused() in favor of IsWindowFocused(ImGuiFocusedFlags_AnyWindow). Kept redirection function (will obsolete).
730
 - 2018/01/03 (1.60) - renamed ImGuiSizeConstraintCallback to ImGuiSizeCallback, ImGuiSizeConstraintCallbackData to ImGuiSizeCallbackData.
731
 - 2017/12/29 (1.60) - removed CalcItemRectClosestPoint() which was weird and not really used by anyone except demo code. If you need it it's easy to replicate on your side.
732
 - 2017/12/24 (1.53) - renamed the emblematic ShowTestWindow() function to ShowDemoWindow(). Kept redirection function (will obsolete).
733
 - 2017/12/21 (1.53) - ImDrawList: renamed style.AntiAliasedShapes to style.AntiAliasedFill for consistency and as a way to explicitly break code that manipulate those flag at runtime. You can now manipulate ImDrawList::Flags
734
 - 2017/12/21 (1.53) - ImDrawList: removed 'bool anti_aliased = true' final parameter of ImDrawList::AddPolyline() and ImDrawList::AddConvexPolyFilled(). Prefer manipulating ImDrawList::Flags if you need to toggle them during the frame.
735
 - 2017/12/14 (1.53) - using the ImGuiWindowFlags_NoScrollWithMouse flag on a child window forwards the mouse wheel event to the parent window, unless either ImGuiWindowFlags_NoInputs or ImGuiWindowFlags_NoScrollbar are also set.
736
 - 2017/12/13 (1.53) - renamed GetItemsLineHeightWithSpacing() to GetFrameHeightWithSpacing(). Kept redirection function (will obsolete).
737
 - 2017/12/13 (1.53) - obsoleted IsRootWindowFocused() in favor of using IsWindowFocused(ImGuiFocusedFlags_RootWindow). Kept redirection function (will obsolete).
738
                     - obsoleted IsRootWindowOrAnyChildFocused() in favor of using IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows). Kept redirection function (will obsolete).
739
 - 2017/12/12 (1.53) - renamed ImGuiTreeNodeFlags_AllowOverlapMode to ImGuiTreeNodeFlags_AllowItemOverlap. Kept redirection enum (will obsolete).
740
 - 2017/12/10 (1.53) - removed SetNextWindowContentWidth(), prefer using SetNextWindowContentSize(). Kept redirection function (will obsolete).
741
 - 2017/11/27 (1.53) - renamed ImGuiTextBuffer::append() helper to appendf(), appendv() to appendfv(). If you copied the 'Log' demo in your code, it uses appendv() so that needs to be renamed.
742
 - 2017/11/18 (1.53) - Style, Begin: removed ImGuiWindowFlags_ShowBorders window flag. Borders are now fully set up in the ImGuiStyle structure (see e.g. style.FrameBorderSize, style.WindowBorderSize). Use ImGui::ShowStyleEditor() to look them up.
743
                       Please note that the style system will keep evolving (hopefully stabilizing in Q1 2018), and so custom styles will probably subtly break over time. It is recommended you use the StyleColorsClassic(), StyleColorsDark(), StyleColorsLight() functions.
744
 - 2017/11/18 (1.53) - Style: removed ImGuiCol_ComboBg in favor of combo boxes using ImGuiCol_PopupBg for consistency.
745
 - 2017/11/18 (1.53) - Style: renamed ImGuiCol_ChildWindowBg to ImGuiCol_ChildBg.
746
 - 2017/11/18 (1.53) - Style: renamed style.ChildWindowRounding to style.ChildRounding, ImGuiStyleVar_ChildWindowRounding to ImGuiStyleVar_ChildRounding.
747
 - 2017/11/02 (1.53) - obsoleted IsRootWindowOrAnyChildHovered() in favor of using IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows);
748
 - 2017/10/24 (1.52) - renamed IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCS/IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCS to IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS/IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS for consistency.
749
 - 2017/10/20 (1.52) - changed IsWindowHovered() default parameters behavior to return false if an item is active in another window (e.g. click-dragging item from another window to this window). You can use the newly introduced IsWindowHovered() flags to requests this specific behavior if you need it.
750
 - 2017/10/20 (1.52) - marked IsItemHoveredRect()/IsMouseHoveringWindow() as obsolete, in favor of using the newly introduced flags for IsItemHovered() and IsWindowHovered(). See https://github.com/ocornut/imgui/issues/1382 for details.
751
                       removed the IsItemRectHovered()/IsWindowRectHovered() names introduced in 1.51 since they were merely more consistent names for the two functions we are now obsoleting.
752
                         IsItemHoveredRect()        --> IsItemHovered(ImGuiHoveredFlags_RectOnly)
753
                         IsMouseHoveringAnyWindow() --> IsWindowHovered(ImGuiHoveredFlags_AnyWindow)
754
                         IsMouseHoveringWindow()    --> IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem) [weird, old behavior]
755
 - 2017/10/17 (1.52) - marked the old 5-parameters version of Begin() as obsolete (still available). Use SetNextWindowSize()+Begin() instead!
756
 - 2017/10/11 (1.52) - renamed AlignFirstTextHeightToWidgets() to AlignTextToFramePadding(). Kept inline redirection function (will obsolete).
757
 - 2017/09/26 (1.52) - renamed ImFont::Glyph to ImFontGlyph. Kept redirection typedef (will obsolete).
758
 - 2017/09/25 (1.52) - removed SetNextWindowPosCenter() because SetNextWindowPos() now has the optional pivot information to do the same and more. Kept redirection function (will obsolete).
759
 - 2017/08/25 (1.52) - io.MousePos needs to be set to ImVec2(-FLT_MAX,-FLT_MAX) when mouse is unavailable/missing. Previously ImVec2(-1,-1) was enough but we now accept negative mouse coordinates. In your backend if you need to support unavailable mouse, make sure to replace "io.MousePos = ImVec2(-1,-1)" with "io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX)".
760
 - 2017/08/22 (1.51) - renamed IsItemHoveredRect() to IsItemRectHovered(). Kept inline redirection function (will obsolete). -> (1.52) use IsItemHovered(ImGuiHoveredFlags_RectOnly)!
761
                     - renamed IsMouseHoveringAnyWindow() to IsAnyWindowHovered() for consistency. Kept inline redirection function (will obsolete).
762
                     - renamed IsMouseHoveringWindow() to IsWindowRectHovered() for consistency. Kept inline redirection function (will obsolete).
763
 - 2017/08/20 (1.51) - renamed GetStyleColName() to GetStyleColorName() for consistency.
764
 - 2017/08/20 (1.51) - added PushStyleColor(ImGuiCol idx, ImU32 col) overload, which _might_ cause an "ambiguous call" compilation error if you are using ImColor() with implicit cast. Cast to ImU32 or ImVec4 explicily to fix.
765
 - 2017/08/15 (1.51) - marked the weird IMGUI_ONCE_UPON_A_FRAME helper macro as obsolete. prefer using the more explicit ImGuiOnceUponAFrame type.
766
 - 2017/08/15 (1.51) - changed parameter order for BeginPopupContextWindow() from (const char*,int buttons,bool also_over_items) to (const char*,int buttons,bool also_over_items). Note that most calls relied on default parameters completely.
767
 - 2017/08/13 (1.51) - renamed ImGuiCol_Column to ImGuiCol_Separator, ImGuiCol_ColumnHovered to ImGuiCol_SeparatorHovered, ImGuiCol_ColumnActive to ImGuiCol_SeparatorActive. Kept redirection enums (will obsolete).
768
 - 2017/08/11 (1.51) - renamed ImGuiSetCond_Always to ImGuiCond_Always, ImGuiSetCond_Once to ImGuiCond_Once, ImGuiSetCond_FirstUseEver to ImGuiCond_FirstUseEver, ImGuiSetCond_Appearing to ImGuiCond_Appearing. Kept redirection enums (will obsolete).
769
 - 2017/08/09 (1.51) - removed ValueColor() helpers, they are equivalent to calling Text(label) + SameLine() + ColorButton().
770
 - 2017/08/08 (1.51) - removed ColorEditMode() and ImGuiColorEditMode in favor of ImGuiColorEditFlags and parameters to the various Color*() functions. The SetColorEditOptions() allows to initialize default but the user can still change them with right-click context menu.
771
                     - changed prototype of 'ColorEdit4(const char* label, float col[4], bool show_alpha = true)' to 'ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0)', where passing flags = 0x01 is a safe no-op (hello dodgy backward compatibility!). - check and run the demo window, under "Color/Picker Widgets", to understand the various new options.
772
                     - changed prototype of rarely used 'ColorButton(ImVec4 col, bool small_height = false, bool outline_border = true)' to 'ColorButton(const char* desc_id, ImVec4 col, ImGuiColorEditFlags flags = 0, ImVec2 size = ImVec2(0, 0))'
773
 - 2017/07/20 (1.51) - removed IsPosHoveringAnyWindow(ImVec2), which was partly broken and misleading. ASSERT + redirect user to io.WantCaptureMouse
774
 - 2017/05/26 (1.50) - removed ImFontConfig::MergeGlyphCenterV in favor of a more multipurpose ImFontConfig::GlyphOffset.
775
 - 2017/05/01 (1.50) - renamed ImDrawList::PathFill() (rarely used directly) to ImDrawList::PathFillConvex() for clarity.
776
 - 2016/11/06 (1.50) - BeginChild(const char*) now applies the stack id to the provided label, consistently with other functions as it should always have been. It shouldn't affect you unless (extremely unlikely) you were appending multiple times to a same child from different locations of the stack id. If that's the case, generate an id with GetID() and use it instead of passing string to BeginChild().
777
 - 2016/10/15 (1.50) - avoid 'void* user_data' parameter to io.SetClipboardTextFn/io.GetClipboardTextFn pointers. We pass io.ClipboardUserData to it.
778
 - 2016/09/25 (1.50) - style.WindowTitleAlign is now a ImVec2 (ImGuiAlign enum was removed). set to (0.5f,0.5f) for horizontal+vertical centering, (0.0f,0.0f) for upper-left, etc.
779
 - 2016/07/30 (1.50) - SameLine(x) with x>0.0f is now relative to left of column/group if any, and not always to left of window. This was sort of always the intent and hopefully, breakage should be minimal.
780
 - 2016/05/12 (1.49) - title bar (using ImGuiCol_TitleBg/ImGuiCol_TitleBgActive colors) isn't rendered over a window background (ImGuiCol_WindowBg color) anymore.
781
                       If your TitleBg/TitleBgActive alpha was 1.0f or you are using the default theme it will not affect you, otherwise if <1.0f you need to tweak your custom theme to readjust for the fact that we don't draw a WindowBg background behind the title bar.
782
                       This helper function will convert an old TitleBg/TitleBgActive color into a new one with the same visual output, given the OLD color and the OLD WindowBg color:
783
                       ImVec4 ConvertTitleBgCol(const ImVec4& win_bg_col, const ImVec4& title_bg_col) { float new_a = 1.0f - ((1.0f - win_bg_col.w) * (1.0f - title_bg_col.w)), k = title_bg_col.w / new_a; return ImVec4((win_bg_col.x * win_bg_col.w + title_bg_col.x) * k, (win_bg_col.y * win_bg_col.w + title_bg_col.y) * k, (win_bg_col.z * win_bg_col.w + title_bg_col.z) * k, new_a); }
784
                       If this is confusing, pick the RGB value from title bar from an old screenshot and apply this as TitleBg/TitleBgActive. Or you may just create TitleBgActive from a tweaked TitleBg color.
785
 - 2016/05/07 (1.49) - removed confusing set of GetInternalState(), GetInternalStateSize(), SetInternalState() functions. Now using CreateContext(), DestroyContext(), GetCurrentContext(), SetCurrentContext().
786
 - 2016/05/02 (1.49) - renamed SetNextTreeNodeOpened() to SetNextTreeNodeOpen(), no redirection.
787
 - 2016/05/01 (1.49) - obsoleted old signature of CollapsingHeader(const char* label, const char* str_id = NULL, bool display_frame = true, bool default_open = false) as extra parameters were badly designed and rarely used. You can replace the "default_open = true" flag in new API with CollapsingHeader(label, ImGuiTreeNodeFlags_DefaultOpen).
788
 - 2016/04/26 (1.49) - changed ImDrawList::PushClipRect(ImVec4 rect) to ImDrawList::PushClipRect(Imvec2 min,ImVec2 max,bool intersect_with_current_clip_rect=false). Note that higher-level ImGui::PushClipRect() is preferable because it will clip at logic/widget level, whereas ImDrawList::PushClipRect() only affect your renderer.
789
 - 2016/04/03 (1.48) - removed style.WindowFillAlphaDefault setting which was redundant. Bake default BG alpha inside style.Colors[ImGuiCol_WindowBg] and all other Bg color values. (ref GitHub issue #337).
790
 - 2016/04/03 (1.48) - renamed ImGuiCol_TooltipBg to ImGuiCol_PopupBg, used by popups/menus and tooltips. popups/menus were previously using ImGuiCol_WindowBg. (ref github issue #337)
791
 - 2016/03/21 (1.48) - renamed GetWindowFont() to GetFont(), GetWindowFontSize() to GetFontSize(). Kept inline redirection function (will obsolete).
792
 - 2016/03/02 (1.48) - InputText() completion/history/always callbacks: if you modify the text buffer manually (without using DeleteChars()/InsertChars() helper) you need to maintain the BufTextLen field. added an assert.
793
 - 2016/01/23 (1.48) - fixed not honoring exact width passed to PushItemWidth(), previously it would add extra FramePadding.x*2 over that width. if you had manual pixel-perfect alignment in place it might affect you.
794
 - 2015/12/27 (1.48) - fixed ImDrawList::AddRect() which used to render a rectangle 1 px too large on each axis.
795
 - 2015/12/04 (1.47) - renamed Color() helpers to ValueColor() - dangerously named, rarely used and probably to be made obsolete.
796
 - 2015/08/29 (1.45) - with the addition of horizontal scrollbar we made various fixes to inconsistencies with dealing with cursor position.
797
                       GetCursorPos()/SetCursorPos() functions now include the scrolled amount. It shouldn't affect the majority of users, but take note that SetCursorPosX(100.0f) puts you at +100 from the starting x position which may include scrolling, not at +100 from the window left side.
798
                       GetContentRegionMax()/GetWindowContentRegionMin()/GetWindowContentRegionMax() functions allow include the scrolled amount. Typically those were used in cases where no scrolling would happen so it may not be a problem, but watch out!
799
 - 2015/08/29 (1.45) - renamed style.ScrollbarWidth to style.ScrollbarSize
800
 - 2015/08/05 (1.44) - split imgui.cpp into extra files: imgui_demo.cpp imgui_draw.cpp imgui_internal.h that you need to add to your project.
801
 - 2015/07/18 (1.44) - fixed angles in ImDrawList::PathArcTo(), PathArcToFast() (introduced in 1.43) being off by an extra PI for no justifiable reason
802
 - 2015/07/14 (1.43) - add new ImFontAtlas::AddFont() API. For the old AddFont***, moved the 'font_no' parameter of ImFontAtlas::AddFont** functions to the ImFontConfig structure.
803
                       you need to render your textured triangles with bilinear filtering to benefit from sub-pixel positioning of text.
804
 - 2015/07/08 (1.43) - switched rendering data to use indexed rendering. this is saving a fair amount of CPU/GPU and enables us to get anti-aliasing for a marginal cost.
805
                       this necessary change will break your rendering function! the fix should be very easy. sorry for that :(
806
                     - if you are using a vanilla copy of one of the imgui_impl_XXX.cpp provided in the example, you just need to update your copy and you can ignore the rest.
807
                     - the signature of the io.RenderDrawListsFn handler has changed!
808
                       old: ImGui_XXXX_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
809
                       new: ImGui_XXXX_RenderDrawLists(ImDrawData* draw_data).
810
                         parameters: 'cmd_lists' becomes 'draw_data->CmdLists', 'cmd_lists_count' becomes 'draw_data->CmdListsCount'
811
                         ImDrawList: 'commands' becomes 'CmdBuffer', 'vtx_buffer' becomes 'VtxBuffer', 'IdxBuffer' is new.
812
                         ImDrawCmd:  'vtx_count' becomes 'ElemCount', 'clip_rect' becomes 'ClipRect', 'user_callback' becomes 'UserCallback', 'texture_id' becomes 'TextureId'.
813
                     - each ImDrawList now contains both a vertex buffer and an index buffer. For each command, render ElemCount/3 triangles using indices from the index buffer.
814
                     - if you REALLY cannot render indexed primitives, you can call the draw_data->DeIndexAllBuffers() method to de-index the buffers. This is slow and a waste of CPU/GPU. Prefer using indexed rendering!
815
                     - refer to code in the examples/ folder or ask on the GitHub if you are unsure of how to upgrade. please upgrade!
816
 - 2015/07/10 (1.43) - changed SameLine() parameters from int to float.
817
 - 2015/07/02 (1.42) - renamed SetScrollPosHere() to SetScrollFromCursorPos(). Kept inline redirection function (will obsolete).
818
 - 2015/07/02 (1.42) - renamed GetScrollPosY() to GetScrollY(). Necessary to reduce confusion along with other scrolling functions, because positions (e.g. cursor position) are not equivalent to scrolling amount.
819
 - 2015/06/14 (1.41) - changed ImageButton() default bg_col parameter from (0,0,0,1) (black) to (0,0,0,0) (transparent) - makes a difference when texture have transparence
820
 - 2015/06/14 (1.41) - changed Selectable() API from (label, selected, size) to (label, selected, flags, size). Size override should have been rarely used. Sorry!
821
 - 2015/05/31 (1.40) - renamed GetWindowCollapsed() to IsWindowCollapsed() for consistency. Kept inline redirection function (will obsolete).
822
 - 2015/05/31 (1.40) - renamed IsRectClipped() to IsRectVisible() for consistency. Note that return value is opposite! Kept inline redirection function (will obsolete).
823
 - 2015/05/27 (1.40) - removed the third 'repeat_if_held' parameter from Button() - sorry! it was rarely used and inconsistent. Use PushButtonRepeat(true) / PopButtonRepeat() to enable repeat on desired buttons.
824
 - 2015/05/11 (1.40) - changed BeginPopup() API, takes a string identifier instead of a bool. ImGui needs to manage the open/closed state of popups. Call OpenPopup() to actually set the "open" state of a popup. BeginPopup() returns true if the popup is opened.
825
 - 2015/05/03 (1.40) - removed style.AutoFitPadding, using style.WindowPadding makes more sense (the default values were already the same).
826
 - 2015/04/13 (1.38) - renamed IsClipped() to IsRectClipped(). Kept inline redirection function until 1.50.
827
 - 2015/04/09 (1.38) - renamed ImDrawList::AddArc() to ImDrawList::AddArcFast() for compatibility with future API
828
 - 2015/04/03 (1.38) - removed ImGuiCol_CheckHovered, ImGuiCol_CheckActive, replaced with the more general ImGuiCol_FrameBgHovered, ImGuiCol_FrameBgActive.
829
 - 2014/04/03 (1.38) - removed support for passing -FLT_MAX..+FLT_MAX as the range for a SliderFloat(). Use DragFloat() or Inputfloat() instead.
830
 - 2015/03/17 (1.36) - renamed GetItemBoxMin()/GetItemBoxMax()/IsMouseHoveringBox() to GetItemRectMin()/GetItemRectMax()/IsMouseHoveringRect(). Kept inline redirection function until 1.50.
831
 - 2015/03/15 (1.36) - renamed style.TreeNodeSpacing to style.IndentSpacing, ImGuiStyleVar_TreeNodeSpacing to ImGuiStyleVar_IndentSpacing
832
 - 2015/03/13 (1.36) - renamed GetWindowIsFocused() to IsWindowFocused(). Kept inline redirection function until 1.50.
833
 - 2015/03/08 (1.35) - renamed style.ScrollBarWidth to style.ScrollbarWidth (casing)
834
 - 2015/02/27 (1.34) - renamed OpenNextNode(bool) to SetNextTreeNodeOpened(bool, ImGuiSetCond). Kept inline redirection function until 1.50.
835
 - 2015/02/27 (1.34) - renamed ImGuiSetCondition_*** to ImGuiSetCond_***, and _FirstUseThisSession becomes _Once.
836
 - 2015/02/11 (1.32) - changed text input callback ImGuiTextEditCallback return type from void-->int. reserved for future use, return 0 for now.
837
 - 2015/02/10 (1.32) - renamed GetItemWidth() to CalcItemWidth() to clarify its evolving behavior
838
 - 2015/02/08 (1.31) - renamed GetTextLineSpacing() to GetTextLineHeightWithSpacing()
839
 - 2015/02/01 (1.31) - removed IO.MemReallocFn (unused)
840
 - 2015/01/19 (1.30) - renamed ImGuiStorage::GetIntPtr()/GetFloatPtr() to GetIntRef()/GetIntRef() because Ptr was conflicting with actual pointer storage functions.
841
 - 2015/01/11 (1.30) - big font/image API change! now loads TTF file. allow for multiple fonts. no need for a PNG loader.
842
 - 2015/01/11 (1.30) - removed GetDefaultFontData(). uses io.Fonts->GetTextureData*() API to retrieve uncompressed pixels.
843
                       - old:  const void* png_data; unsigned int png_size; ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size); [..Upload texture to GPU..];
844
                       - new:  unsigned char* pixels; int width, height; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); [..Upload texture to GPU..]; io.Fonts->SetTexID(YourTexIdentifier);
845
                       you now have more flexibility to load multiple TTF fonts and manage the texture buffer for internal needs. It is now recommended that you sample the font texture with bilinear interpolation.
846
 - 2015/01/11 (1.30) - added texture identifier in ImDrawCmd passed to your render function (we can now render images). make sure to call io.Fonts->SetTexID()
847
 - 2015/01/11 (1.30) - removed IO.PixelCenterOffset (unnecessary, can be handled in user projection matrix)
848
 - 2015/01/11 (1.30) - removed ImGui::IsItemFocused() in favor of ImGui::IsItemActive() which handles all widgets
849
 - 2014/12/10 (1.18) - removed SetNewWindowDefaultPos() in favor of new generic API SetNextWindowPos(pos, ImGuiSetCondition_FirstUseEver)
850
 - 2014/11/28 (1.17) - moved IO.Font*** options to inside the IO.Font-> structure (FontYOffset, FontTexUvForWhite, FontBaseScale, FontFallbackGlyph)
851
 - 2014/11/26 (1.17) - reworked syntax of IMGUI_ONCE_UPON_A_FRAME helper macro to increase compiler compatibility
852
 - 2014/11/07 (1.15) - renamed IsHovered() to IsItemHovered()
853
 - 2014/10/02 (1.14) - renamed IMGUI_INCLUDE_IMGUI_USER_CPP to IMGUI_INCLUDE_IMGUI_USER_INL and imgui_user.cpp to imgui_user.inl (more IDE friendly)
854
 - 2014/09/25 (1.13) - removed 'text_end' parameter from IO.SetClipboardTextFn (the string is now always zero-terminated for simplicity)
855
 - 2014/09/24 (1.12) - renamed SetFontScale() to SetWindowFontScale()
856
 - 2014/09/24 (1.12) - moved IM_MALLOC/IM_REALLOC/IM_FREE preprocessor defines to IO.MemAllocFn/IO.MemReallocFn/IO.MemFreeFn
857
 - 2014/08/30 (1.09) - removed IO.FontHeight (now computed automatically)
858
 - 2014/08/30 (1.09) - moved IMGUI_FONT_TEX_UV_FOR_WHITE preprocessor define to IO.FontTexUvForWhite
859
 - 2014/08/28 (1.09) - changed the behavior of IO.PixelCenterOffset following various rendering fixes
860
861
862
 FREQUENTLY ASKED QUESTIONS (FAQ)
863
 ================================
864
865
 Read all answers online:
866
   https://www.dearimgui.com/faq or https://github.com/ocornut/imgui/blob/master/docs/FAQ.md (same url)
867
 Read all answers locally (with a text editor or ideally a Markdown viewer):
868
   docs/FAQ.md
869
 Some answers are copied down here to facilitate searching in code.
870
871
 Q&A: Basics
872
 ===========
873
874
 Q: Where is the documentation?
875
 A: This library is poorly documented at the moment and expects the user to be acquainted with C/C++.
876
    - Run the examples/ applications and explore them.
877
    - Read Getting Started (https://github.com/ocornut/imgui/wiki/Getting-Started) guide.
878
    - See demo code in imgui_demo.cpp and particularly the ImGui::ShowDemoWindow() function.
879
    - The demo covers most features of Dear ImGui, so you can read the code and see its output.
880
    - See documentation and comments at the top of imgui.cpp + effectively imgui.h.
881
    - 20+ standalone example applications using e.g. OpenGL/DirectX are provided in the
882
      examples/ folder to explain how to integrate Dear ImGui with your own engine/application.
883
    - The Wiki (https://github.com/ocornut/imgui/wiki) has many resources and links.
884
    - The Glossary (https://github.com/ocornut/imgui/wiki/Glossary) page also may be useful.
885
    - Your programming IDE is your friend, find the type or function declaration to find comments
886
      associated with it.
887
888
 Q: What is this library called?
889
 Q: Which version should I get?
890
 >> This library is called "Dear ImGui", please don't call it "ImGui" :)
891
 >> See https://www.dearimgui.com/faq for details.
892
893
 Q&A: Integration
894
 ================
895
896
 Q: How to get started?
897
 A: Read https://github.com/ocornut/imgui/wiki/Getting-Started. Read 'PROGRAMMER GUIDE' above. Read examples/README.txt.
898
899
 Q: How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?
900
 A: You should read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags!
901
 >> See https://www.dearimgui.com/faq for a fully detailed answer. You really want to read this.
902
903
 Q. How can I enable keyboard or gamepad controls?
904
 Q: How can I use this on a machine without mouse, keyboard or screen? (input share, remote display)
905
 Q: I integrated Dear ImGui in my engine and little squares are showing instead of text...
906
 Q: I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around...
907
 Q: I integrated Dear ImGui in my engine and some elements are displaying outside their expected windows boundaries...
908
 >> See https://www.dearimgui.com/faq
909
910
 Q&A: Usage
911
 ----------
912
913
 Q: About the ID Stack system..
914
   - Why is my widget not reacting when I click on it?
915
   - How can I have widgets with an empty label?
916
   - How can I have multiple widgets with the same label?
917
   - How can I have multiple windows with the same label?
918
 Q: How can I display an image? What is ImTextureID, how does it work?
919
 Q: How can I use my own math types instead of ImVec2?
920
 Q: How can I interact with standard C++ types (such as std::string and std::vector)?
921
 Q: How can I display custom shapes? (using low-level ImDrawList API)
922
 >> See https://www.dearimgui.com/faq
923
924
 Q&A: Fonts, Text
925
 ================
926
927
 Q: How should I handle DPI in my application?
928
 Q: How can I load a different font than the default?
929
 Q: How can I easily use icons in my application?
930
 Q: How can I load multiple fonts?
931
 Q: How can I display and input non-Latin characters such as Chinese, Japanese, Korean, Cyrillic?
932
 >> See https://www.dearimgui.com/faq and https://github.com/ocornut/imgui/blob/master/docs/FONTS.md
933
934
 Q&A: Concerns
935
 =============
936
937
 Q: Who uses Dear ImGui?
938
 Q: Can you create elaborate/serious tools with Dear ImGui?
939
 Q: Can you reskin the look of Dear ImGui?
940
 Q: Why using C++ (as opposed to C)?
941
 >> See https://www.dearimgui.com/faq
942
943
 Q&A: Community
944
 ==============
945
946
 Q: How can I help?
947
 A: - Businesses: please reach out to "omar AT dearimgui DOT com" if you work in a place using Dear ImGui!
948
      We can discuss ways for your company to fund development via invoiced technical support, maintenance or sponsoring contacts.
949
      This is among the most useful thing you can do for Dear ImGui. With increased funding, we sustain and grow work on this project.
950
      Also see https://github.com/ocornut/imgui/wiki/Sponsors
951
    - Businesses: you can also purchase licenses for the Dear ImGui Automation/Test Engine.
952
    - If you are experienced with Dear ImGui and C++, look at the GitHub issues, look at the Wiki, and see how you want to help and can help!
953
    - Disclose your usage of Dear ImGui via a dev blog post, a tweet, a screenshot, a mention somewhere etc.
954
      You may post screenshot or links in the gallery threads. Visuals are ideal as they inspire other programmers.
955
      But even without visuals, disclosing your use of dear imgui helps the library grow credibility, and help other teams and programmers with taking decisions.
956
    - If you have issues or if you need to hack into the library, even if you don't expect any support it is useful that you share your issues (on GitHub or privately).
957
958
*/
959
960
//-------------------------------------------------------------------------
961
// [SECTION] INCLUDES
962
//-------------------------------------------------------------------------
963
964
#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
965
#define _CRT_SECURE_NO_WARNINGS
966
#endif
967
968
#ifndef IMGUI_DEFINE_MATH_OPERATORS
969
#define IMGUI_DEFINE_MATH_OPERATORS
970
#endif
971
972
#include "imgui.h"
973
#ifndef IMGUI_DISABLE
974
#include "imgui_internal.h"
975
976
// System includes
977
#include <stdio.h>      // vsnprintf, sscanf, printf
978
#include <stdint.h>     // intptr_t
979
980
// [Windows] On non-Visual Studio compilers, we default to IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS unless explicitly enabled
981
#if defined(_WIN32) && !defined(_MSC_VER) && !defined(IMGUI_ENABLE_WIN32_DEFAULT_IME_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS)
982
#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS
983
#endif
984
985
// [Windows] OS specific includes (optional)
986
#if defined(_WIN32) && defined(IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS) && defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS) && defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)
987
#define IMGUI_DISABLE_WIN32_FUNCTIONS
988
#endif
989
#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)
990
#ifndef WIN32_LEAN_AND_MEAN
991
#define WIN32_LEAN_AND_MEAN
992
#endif
993
#ifndef NOMINMAX
994
#define NOMINMAX
995
#endif
996
#ifndef __MINGW32__
997
#include <Windows.h>        // _wfopen, OpenClipboard
998
#else
999
#include <windows.h>
1000
#endif
1001
#if defined(WINAPI_FAMILY) && (WINAPI_FAMILY == WINAPI_FAMILY_APP) // UWP doesn't have all Win32 functions
1002
#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS
1003
#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS
1004
#endif
1005
#endif
1006
1007
// [Apple] OS specific includes
1008
#if defined(__APPLE__)
1009
#include <TargetConditionals.h>
1010
#endif
1011
1012
// Visual Studio warnings
1013
#ifdef _MSC_VER
1014
#pragma warning (disable: 4127)             // condition expression is constant
1015
#pragma warning (disable: 4996)             // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
1016
#if defined(_MSC_VER) && _MSC_VER >= 1922   // MSVC 2019 16.2 or later
1017
#pragma warning (disable: 5054)             // operator '|': deprecated between enumerations of different types
1018
#endif
1019
#pragma warning (disable: 26451)            // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to an 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2).
1020
#pragma warning (disable: 26495)            // [Static Analyzer] Variable 'XXX' is uninitialized. Always initialize a member variable (type.6).
1021
#pragma warning (disable: 26812)            // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3).
1022
#endif
1023
1024
// Clang/GCC warnings with -Weverything
1025
#if defined(__clang__)
1026
#if __has_warning("-Wunknown-warning-option")
1027
#pragma clang diagnostic ignored "-Wunknown-warning-option"         // warning: unknown warning group 'xxx'                      // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great!
1028
#endif
1029
#pragma clang diagnostic ignored "-Wunknown-pragmas"                // warning: unknown warning group 'xxx'
1030
#pragma clang diagnostic ignored "-Wold-style-cast"                 // warning: use of old-style cast                            // yes, they are more terse.
1031
#pragma clang diagnostic ignored "-Wfloat-equal"                    // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants (typically 0.0f) is ok.
1032
#pragma clang diagnostic ignored "-Wformat-nonliteral"              // warning: format string is not a string literal            // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code.
1033
#pragma clang diagnostic ignored "-Wexit-time-destructors"          // warning: declaration requires an exit-time destructor     // exit-time destruction order is undefined. if MemFree() leads to users code that has been disabled before exit it might cause problems. ImGui coding style welcomes static/globals.
1034
#pragma clang diagnostic ignored "-Wglobal-constructors"            // warning: declaration requires a global destructor         // similar to above, not sure what the exact difference is.
1035
#pragma clang diagnostic ignored "-Wsign-conversion"                // warning: implicit conversion changes signedness
1036
#pragma clang diagnostic ignored "-Wformat-pedantic"                // warning: format specifies type 'void *' but the argument has type 'xxxx *' // unreasonable, would lead to casting every %p arg to void*. probably enabled by -pedantic.
1037
#pragma clang diagnostic ignored "-Wint-to-void-pointer-cast"       // warning: cast to 'void *' from smaller integer type 'int'
1038
#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant"  // warning: zero as null pointer constant                    // some standard header variations use #define NULL 0
1039
#pragma clang diagnostic ignored "-Wdouble-promotion"               // warning: implicit conversion from 'float' to 'double' when passing argument to function  // using printf() is a misery with this as C++ va_arg ellipsis changes float to double.
1040
#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion"  // warning: implicit conversion from 'xxx' to 'float' may lose precision
1041
#elif defined(__GNUC__)
1042
// We disable -Wpragmas because GCC doesn't provide a has_warning equivalent and some forks/patches may not follow the warning/version association.
1043
#pragma GCC diagnostic ignored "-Wpragmas"                  // warning: unknown option after '#pragma GCC diagnostic' kind
1044
#pragma GCC diagnostic ignored "-Wunused-function"          // warning: 'xxxx' defined but not used
1045
#pragma GCC diagnostic ignored "-Wint-to-pointer-cast"      // warning: cast to pointer from integer of different size
1046
#pragma GCC diagnostic ignored "-Wformat"                   // warning: format '%p' expects argument of type 'void*', but argument 6 has type 'ImGuiWindow*'
1047
#pragma GCC diagnostic ignored "-Wdouble-promotion"         // warning: implicit conversion from 'float' to 'double' when passing argument to function
1048
#pragma GCC diagnostic ignored "-Wconversion"               // warning: conversion to 'xxxx' from 'xxxx' may alter its value
1049
#pragma GCC diagnostic ignored "-Wformat-nonliteral"        // warning: format not a string literal, format string not checked
1050
#pragma GCC diagnostic ignored "-Wstrict-overflow"          // warning: assuming signed overflow does not occur when assuming that (X - c) > X is always false
1051
#pragma GCC diagnostic ignored "-Wclass-memaccess"          // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead
1052
#endif
1053
1054
// Debug options
1055
0
#define IMGUI_DEBUG_NAV_SCORING     0   // Display navigation scoring preview when hovering items. Display last moving direction matches when holding CTRL
1056
#define IMGUI_DEBUG_NAV_RECTS       0   // Display the reference navigation rectangle for each window
1057
1058
// When using CTRL+TAB (or Gamepad Square+L/R) we delay the visual a little in order to reduce visual noise doing a fast switch.
1059
static const float NAV_WINDOWING_HIGHLIGHT_DELAY            = 0.20f;    // Time before the highlight and screen dimming starts fading in
1060
static const float NAV_WINDOWING_LIST_APPEAR_DELAY          = 0.15f;    // Time before the window list starts to appear
1061
1062
static const float NAV_ACTIVATE_HIGHLIGHT_TIMER             = 0.10f;    // Time to highlight an item activated by a shortcut.
1063
1064
// Window resizing from edges (when io.ConfigWindowsResizeFromEdges = true and ImGuiBackendFlags_HasMouseCursors is set in io.BackendFlags by backend)
1065
static const float WINDOWS_HOVER_PADDING                    = 4.0f;     // Extend outside window for hovering/resizing (maxxed with TouchPadding) and inside windows for borders. Affect FindHoveredWindow().
1066
static const float WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER = 0.04f;    // Reduce visual noise by only highlighting the border after a certain time.
1067
static const float WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER    = 0.70f;    // Lock scrolled window (so it doesn't pick child windows that are scrolling through) for a certain time, unless mouse moved.
1068
1069
// Tooltip offset
1070
static const ImVec2 TOOLTIP_DEFAULT_OFFSET = ImVec2(16, 10);            // Multiplied by g.Style.MouseCursorScale
1071
1072
// Docking
1073
static const float DOCKING_TRANSPARENT_PAYLOAD_ALPHA        = 0.50f;    // For use with io.ConfigDockingTransparentPayload. Apply to Viewport _or_ WindowBg in host viewport.
1074
1075
//-------------------------------------------------------------------------
1076
// [SECTION] FORWARD DECLARATIONS
1077
//-------------------------------------------------------------------------
1078
1079
static void             SetCurrentWindow(ImGuiWindow* window);
1080
static void             FindHoveredWindow();
1081
static ImGuiWindow*     CreateNewWindow(const char* name, ImGuiWindowFlags flags);
1082
static ImVec2           CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window);
1083
1084
static void             AddWindowToSortBuffer(ImVector<ImGuiWindow*>* out_sorted_windows, ImGuiWindow* window);
1085
1086
// Settings
1087
static void             WindowSettingsHandler_ClearAll(ImGuiContext*, ImGuiSettingsHandler*);
1088
static void*            WindowSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name);
1089
static void             WindowSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line);
1090
static void             WindowSettingsHandler_ApplyAll(ImGuiContext*, ImGuiSettingsHandler*);
1091
static void             WindowSettingsHandler_WriteAll(ImGuiContext*, ImGuiSettingsHandler*, ImGuiTextBuffer* buf);
1092
1093
// Platform Dependents default implementation for IO functions
1094
static const char*      GetClipboardTextFn_DefaultImpl(void* user_data_ctx);
1095
static void             SetClipboardTextFn_DefaultImpl(void* user_data_ctx, const char* text);
1096
static void             SetPlatformImeDataFn_DefaultImpl(ImGuiViewport* viewport, ImGuiPlatformImeData* data);
1097
1098
namespace ImGui
1099
{
1100
// Navigation
1101
static void             NavUpdate();
1102
static void             NavUpdateWindowing();
1103
static void             NavUpdateWindowingOverlay();
1104
static void             NavUpdateCancelRequest();
1105
static void             NavUpdateCreateMoveRequest();
1106
static void             NavUpdateCreateTabbingRequest();
1107
static float            NavUpdatePageUpPageDown();
1108
static inline void      NavUpdateAnyRequestFlag();
1109
static void             NavUpdateCreateWrappingRequest();
1110
static void             NavEndFrame();
1111
static bool             NavScoreItem(ImGuiNavItemData* result);
1112
static void             NavApplyItemToResult(ImGuiNavItemData* result);
1113
static void             NavProcessItem();
1114
static void             NavProcessItemForTabbingRequest(ImGuiID id, ImGuiItemFlags item_flags, ImGuiNavMoveFlags move_flags);
1115
static ImVec2           NavCalcPreferredRefPos();
1116
static void             NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window);
1117
static ImGuiWindow*     NavRestoreLastChildNavWindow(ImGuiWindow* window);
1118
static void             NavRestoreLayer(ImGuiNavLayer layer);
1119
static int              FindWindowFocusIndex(ImGuiWindow* window);
1120
1121
// Error Checking and Debug Tools
1122
static void             ErrorCheckNewFrameSanityChecks();
1123
static void             ErrorCheckEndFrameSanityChecks();
1124
static void             UpdateDebugToolItemPicker();
1125
static void             UpdateDebugToolStackQueries();
1126
static void             UpdateDebugToolFlashStyleColor();
1127
1128
// Inputs
1129
static void             UpdateKeyboardInputs();
1130
static void             UpdateMouseInputs();
1131
static void             UpdateMouseWheel();
1132
static void             UpdateKeyRoutingTable(ImGuiKeyRoutingTable* rt);
1133
1134
// Misc
1135
static void             UpdateSettings();
1136
static int              UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_hovered, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4], const ImRect& visibility_rect);
1137
static void             RenderWindowOuterBorders(ImGuiWindow* window);
1138
static void             RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, bool handle_borders_and_resize_grips, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size);
1139
static void             RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open);
1140
static void             RenderDimmedBackgroundBehindWindow(ImGuiWindow* window, ImU32 col);
1141
static void             RenderDimmedBackgrounds();
1142
1143
// Viewports
1144
const ImGuiID           IMGUI_VIEWPORT_DEFAULT_ID = 0x11111111; // Using an arbitrary constant instead of e.g. ImHashStr("ViewportDefault", 0); so it's easier to spot in the debugger. The exact value doesn't matter.
1145
static ImGuiViewportP*  AddUpdateViewport(ImGuiWindow* window, ImGuiID id, const ImVec2& platform_pos, const ImVec2& size, ImGuiViewportFlags flags);
1146
static void             DestroyViewport(ImGuiViewportP* viewport);
1147
static void             UpdateViewportsNewFrame();
1148
static void             UpdateViewportsEndFrame();
1149
static void             WindowSelectViewport(ImGuiWindow* window);
1150
static void             WindowSyncOwnedViewport(ImGuiWindow* window, ImGuiWindow* parent_window_in_stack);
1151
static bool             UpdateTryMergeWindowIntoHostViewport(ImGuiWindow* window, ImGuiViewportP* host_viewport);
1152
static bool             UpdateTryMergeWindowIntoHostViewports(ImGuiWindow* window);
1153
static bool             GetWindowAlwaysWantOwnViewport(ImGuiWindow* window);
1154
static int              FindPlatformMonitorForPos(const ImVec2& pos);
1155
static int              FindPlatformMonitorForRect(const ImRect& r);
1156
static void             UpdateViewportPlatformMonitor(ImGuiViewportP* viewport);
1157
1158
}
1159
1160
//-----------------------------------------------------------------------------
1161
// [SECTION] CONTEXT AND MEMORY ALLOCATORS
1162
//-----------------------------------------------------------------------------
1163
1164
// DLL users:
1165
// - Heaps and globals are not shared across DLL boundaries!
1166
// - You will need to call SetCurrentContext() + SetAllocatorFunctions() for each static/DLL boundary you are calling from.
1167
// - Same applies for hot-reloading mechanisms that are reliant on reloading DLL (note that many hot-reloading mechanisms work without DLL).
1168
// - Using Dear ImGui via a shared library is not recommended, because of function call overhead and because we don't guarantee backward nor forward ABI compatibility.
1169
// - Confused? In a debugger: add GImGui to your watch window and notice how its value changes depending on your current location (which DLL boundary you are in).
1170
1171
// Current context pointer. Implicitly used by all Dear ImGui functions. Always assumed to be != NULL.
1172
// - ImGui::CreateContext() will automatically set this pointer if it is NULL.
1173
//   Change to a different context by calling ImGui::SetCurrentContext().
1174
// - Important: Dear ImGui functions are not thread-safe because of this pointer.
1175
//   If you want thread-safety to allow N threads to access N different contexts:
1176
//   - Change this variable to use thread local storage so each thread can refer to a different context, in your imconfig.h:
1177
//         struct ImGuiContext;
1178
//         extern thread_local ImGuiContext* MyImGuiTLS;
1179
//         #define GImGui MyImGuiTLS
1180
//     And then define MyImGuiTLS in one of your cpp files. Note that thread_local is a C++11 keyword, earlier C++ uses compiler-specific keyword.
1181
//   - Future development aims to make this context pointer explicit to all calls. Also read https://github.com/ocornut/imgui/issues/586
1182
//   - If you need a finite number of contexts, you may compile and use multiple instances of the ImGui code from a different namespace.
1183
// - DLL users: read comments above.
1184
#ifndef GImGui
1185
ImGuiContext*   GImGui = NULL;
1186
#endif
1187
1188
// Memory Allocator functions. Use SetAllocatorFunctions() to change them.
1189
// - You probably don't want to modify that mid-program, and if you use global/static e.g. ImVector<> instances you may need to keep them accessible during program destruction.
1190
// - DLL users: read comments above.
1191
#ifndef IMGUI_DISABLE_DEFAULT_ALLOCATORS
1192
0
static void*   MallocWrapper(size_t size, void* user_data)    { IM_UNUSED(user_data); return malloc(size); }
1193
0
static void    FreeWrapper(void* ptr, void* user_data)        { IM_UNUSED(user_data); free(ptr); }
1194
#else
1195
static void*   MallocWrapper(size_t size, void* user_data)    { IM_UNUSED(user_data); IM_UNUSED(size); IM_ASSERT(0); return NULL; }
1196
static void    FreeWrapper(void* ptr, void* user_data)        { IM_UNUSED(user_data); IM_UNUSED(ptr); IM_ASSERT(0); }
1197
#endif
1198
static ImGuiMemAllocFunc    GImAllocatorAllocFunc = MallocWrapper;
1199
static ImGuiMemFreeFunc     GImAllocatorFreeFunc = FreeWrapper;
1200
static void*                GImAllocatorUserData = NULL;
1201
1202
//-----------------------------------------------------------------------------
1203
// [SECTION] USER FACING STRUCTURES (ImGuiStyle, ImGuiIO)
1204
//-----------------------------------------------------------------------------
1205
1206
ImGuiStyle::ImGuiStyle()
1207
0
{
1208
0
    Alpha                   = 1.0f;             // Global alpha applies to everything in Dear ImGui.
1209
0
    DisabledAlpha           = 0.60f;            // Additional alpha multiplier applied by BeginDisabled(). Multiply over current value of Alpha.
1210
0
    WindowPadding           = ImVec2(8,8);      // Padding within a window
1211
0
    WindowRounding          = 0.0f;             // Radius of window corners rounding. Set to 0.0f to have rectangular windows. Large values tend to lead to variety of artifacts and are not recommended.
1212
0
    WindowBorderSize        = 1.0f;             // Thickness of border around windows. Generally set to 0.0f or 1.0f. Other values not well tested.
1213
0
    WindowMinSize           = ImVec2(32,32);    // Minimum window size
1214
0
    WindowTitleAlign        = ImVec2(0.0f,0.5f);// Alignment for title bar text
1215
0
    WindowMenuButtonPosition= ImGuiDir_Left;    // Position of the collapsing/docking button in the title bar (left/right). Defaults to ImGuiDir_Left.
1216
0
    ChildRounding           = 0.0f;             // Radius of child window corners rounding. Set to 0.0f to have rectangular child windows
1217
0
    ChildBorderSize         = 1.0f;             // Thickness of border around child windows. Generally set to 0.0f or 1.0f. Other values not well tested.
1218
0
    PopupRounding           = 0.0f;             // Radius of popup window corners rounding. Set to 0.0f to have rectangular child windows
1219
0
    PopupBorderSize         = 1.0f;             // Thickness of border around popup or tooltip windows. Generally set to 0.0f or 1.0f. Other values not well tested.
1220
0
    FramePadding            = ImVec2(4,3);      // Padding within a framed rectangle (used by most widgets)
1221
0
    FrameRounding           = 0.0f;             // Radius of frame corners rounding. Set to 0.0f to have rectangular frames (used by most widgets).
1222
0
    FrameBorderSize         = 0.0f;             // Thickness of border around frames. Generally set to 0.0f or 1.0f. Other values not well tested.
1223
0
    ItemSpacing             = ImVec2(8,4);      // Horizontal and vertical spacing between widgets/lines
1224
0
    ItemInnerSpacing        = ImVec2(4,4);      // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label)
1225
0
    CellPadding             = ImVec2(4,2);      // Padding within a table cell. CellPadding.y may be altered between different rows.
1226
0
    TouchExtraPadding       = ImVec2(0,0);      // Expand reactive bounding box for touch-based system where touch position is not accurate enough. Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much!
1227
0
    IndentSpacing           = 21.0f;            // Horizontal spacing when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2).
1228
0
    ColumnsMinSpacing       = 6.0f;             // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1).
1229
0
    ScrollbarSize           = 14.0f;            // Width of the vertical scrollbar, Height of the horizontal scrollbar
1230
0
    ScrollbarRounding       = 9.0f;             // Radius of grab corners rounding for scrollbar
1231
0
    GrabMinSize             = 12.0f;            // Minimum width/height of a grab box for slider/scrollbar
1232
0
    GrabRounding            = 0.0f;             // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
1233
0
    LogSliderDeadzone       = 4.0f;             // The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero.
1234
0
    TabRounding             = 4.0f;             // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs.
1235
0
    TabBorderSize           = 0.0f;             // Thickness of border around tabs.
1236
0
    TabMinWidthForCloseButton = 0.0f;           // Minimum width for close button to appear on an unselected tab when hovered. Set to 0.0f to always show when hovering, set to FLT_MAX to never show close button unless selected.
1237
0
    TabBarBorderSize        = 1.0f;             // Thickness of tab-bar separator, which takes on the tab active color to denote focus.
1238
0
    TableAngledHeadersAngle = 35.0f * (IM_PI / 180.0f); // Angle of angled headers (supported values range from -50 degrees to +50 degrees).
1239
0
    ColorButtonPosition     = ImGuiDir_Right;   // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right.
1240
0
    ButtonTextAlign         = ImVec2(0.5f,0.5f);// Alignment of button text when button is larger than text.
1241
0
    SelectableTextAlign     = ImVec2(0.0f,0.0f);// Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line.
1242
0
    SeparatorTextBorderSize = 3.0f;             // Thickkness of border in SeparatorText()
1243
0
    SeparatorTextAlign      = ImVec2(0.0f,0.5f);// Alignment of text within the separator. Defaults to (0.0f, 0.5f) (left aligned, center).
1244
0
    SeparatorTextPadding    = ImVec2(20.0f,3.f);// Horizontal offset of text from each edge of the separator + spacing on other axis. Generally small values. .y is recommended to be == FramePadding.y.
1245
0
    DisplayWindowPadding    = ImVec2(19,19);    // Window position are clamped to be visible within the display area or monitors by at least this amount. Only applies to regular windows.
1246
0
    DisplaySafeAreaPadding  = ImVec2(3,3);      // If you cannot see the edge of your screen (e.g. on a TV) increase the safe area padding. Covers popups/tooltips as well regular windows.
1247
0
    DockingSeparatorSize    = 2.0f;             // Thickness of resizing border between docked windows
1248
0
    MouseCursorScale        = 1.0f;             // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later.
1249
0
    AntiAliasedLines        = true;             // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU.
1250
0
    AntiAliasedLinesUseTex  = true;             // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering (NOT point/nearest filtering).
1251
0
    AntiAliasedFill         = true;             // Enable anti-aliased filled shapes (rounded rectangles, circles, etc.).
1252
0
    CurveTessellationTol    = 1.25f;            // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality.
1253
0
    CircleTessellationMaxError = 0.30f;         // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry.
1254
1255
    // Behaviors
1256
0
    HoverStationaryDelay    = 0.15f;            // Delay for IsItemHovered(ImGuiHoveredFlags_Stationary). Time required to consider mouse stationary.
1257
0
    HoverDelayShort         = 0.15f;            // Delay for IsItemHovered(ImGuiHoveredFlags_DelayShort). Usually used along with HoverStationaryDelay.
1258
0
    HoverDelayNormal        = 0.40f;            // Delay for IsItemHovered(ImGuiHoveredFlags_DelayNormal). "
1259
0
    HoverFlagsForTooltipMouse = ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_AllowWhenDisabled;    // Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using mouse.
1260
0
    HoverFlagsForTooltipNav = ImGuiHoveredFlags_NoSharedDelay | ImGuiHoveredFlags_DelayNormal | ImGuiHoveredFlags_AllowWhenDisabled;  // Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using keyboard/gamepad.
1261
1262
    // Default theme
1263
0
    ImGui::StyleColorsDark(this);
1264
0
}
1265
1266
// To scale your entire UI (e.g. if you want your app to use High DPI or generally be DPI aware) you may use this helper function. Scaling the fonts is done separately and is up to you.
1267
// Important: This operation is lossy because we round all sizes to integer. If you need to change your scale multiples, call this over a freshly initialized ImGuiStyle structure rather than scaling multiple times.
1268
void ImGuiStyle::ScaleAllSizes(float scale_factor)
1269
0
{
1270
0
    WindowPadding = ImTrunc(WindowPadding * scale_factor);
1271
0
    WindowRounding = ImTrunc(WindowRounding * scale_factor);
1272
0
    WindowMinSize = ImTrunc(WindowMinSize * scale_factor);
1273
0
    ChildRounding = ImTrunc(ChildRounding * scale_factor);
1274
0
    PopupRounding = ImTrunc(PopupRounding * scale_factor);
1275
0
    FramePadding = ImTrunc(FramePadding * scale_factor);
1276
0
    FrameRounding = ImTrunc(FrameRounding * scale_factor);
1277
0
    ItemSpacing = ImTrunc(ItemSpacing * scale_factor);
1278
0
    ItemInnerSpacing = ImTrunc(ItemInnerSpacing * scale_factor);
1279
0
    CellPadding = ImTrunc(CellPadding * scale_factor);
1280
0
    TouchExtraPadding = ImTrunc(TouchExtraPadding * scale_factor);
1281
0
    IndentSpacing = ImTrunc(IndentSpacing * scale_factor);
1282
0
    ColumnsMinSpacing = ImTrunc(ColumnsMinSpacing * scale_factor);
1283
0
    ScrollbarSize = ImTrunc(ScrollbarSize * scale_factor);
1284
0
    ScrollbarRounding = ImTrunc(ScrollbarRounding * scale_factor);
1285
0
    GrabMinSize = ImTrunc(GrabMinSize * scale_factor);
1286
0
    GrabRounding = ImTrunc(GrabRounding * scale_factor);
1287
0
    LogSliderDeadzone = ImTrunc(LogSliderDeadzone * scale_factor);
1288
0
    TabRounding = ImTrunc(TabRounding * scale_factor);
1289
0
    TabMinWidthForCloseButton = (TabMinWidthForCloseButton != FLT_MAX) ? ImTrunc(TabMinWidthForCloseButton * scale_factor) : FLT_MAX;
1290
0
    SeparatorTextPadding = ImTrunc(SeparatorTextPadding * scale_factor);
1291
0
    DockingSeparatorSize = ImTrunc(DockingSeparatorSize * scale_factor);
1292
0
    DisplayWindowPadding = ImTrunc(DisplayWindowPadding * scale_factor);
1293
0
    DisplaySafeAreaPadding = ImTrunc(DisplaySafeAreaPadding * scale_factor);
1294
0
    MouseCursorScale = ImTrunc(MouseCursorScale * scale_factor);
1295
0
}
1296
1297
ImGuiIO::ImGuiIO()
1298
0
{
1299
    // Most fields are initialized with zero
1300
0
    memset(this, 0, sizeof(*this));
1301
0
    IM_STATIC_ASSERT(IM_ARRAYSIZE(ImGuiIO::MouseDown) == ImGuiMouseButton_COUNT && IM_ARRAYSIZE(ImGuiIO::MouseClicked) == ImGuiMouseButton_COUNT);
1302
1303
    // Settings
1304
0
    ConfigFlags = ImGuiConfigFlags_None;
1305
0
    BackendFlags = ImGuiBackendFlags_None;
1306
0
    DisplaySize = ImVec2(-1.0f, -1.0f);
1307
0
    DeltaTime = 1.0f / 60.0f;
1308
0
    IniSavingRate = 5.0f;
1309
0
    IniFilename = "imgui.ini"; // Important: "imgui.ini" is relative to current working dir, most apps will want to lock this to an absolute path (e.g. same path as executables).
1310
0
    LogFilename = "imgui_log.txt";
1311
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
1312
    for (int i = 0; i < ImGuiKey_COUNT; i++)
1313
        KeyMap[i] = -1;
1314
#endif
1315
0
    UserData = NULL;
1316
1317
0
    Fonts = NULL;
1318
0
    FontGlobalScale = 1.0f;
1319
0
    FontDefault = NULL;
1320
0
    FontAllowUserScaling = false;
1321
0
    DisplayFramebufferScale = ImVec2(1.0f, 1.0f);
1322
1323
    // Docking options (when ImGuiConfigFlags_DockingEnable is set)
1324
0
    ConfigDockingNoSplit = false;
1325
0
    ConfigDockingWithShift = false;
1326
0
    ConfigDockingAlwaysTabBar = false;
1327
0
    ConfigDockingTransparentPayload = false;
1328
1329
    // Viewport options (when ImGuiConfigFlags_ViewportsEnable is set)
1330
0
    ConfigViewportsNoAutoMerge = false;
1331
0
    ConfigViewportsNoTaskBarIcon = false;
1332
0
    ConfigViewportsNoDecoration = true;
1333
0
    ConfigViewportsNoDefaultParent = false;
1334
1335
    // Miscellaneous options
1336
0
    MouseDrawCursor = false;
1337
#ifdef __APPLE__
1338
    ConfigMacOSXBehaviors = true;  // Set Mac OS X style defaults based on __APPLE__ compile time flag
1339
#else
1340
0
    ConfigMacOSXBehaviors = false;
1341
0
#endif
1342
0
    ConfigInputTrickleEventQueue = true;
1343
0
    ConfigInputTextCursorBlink = true;
1344
0
    ConfigInputTextEnterKeepActive = false;
1345
0
    ConfigDragClickToInputText = false;
1346
0
    ConfigWindowsResizeFromEdges = true;
1347
0
    ConfigWindowsMoveFromTitleBarOnly = false;
1348
0
    ConfigMemoryCompactTimer = 60.0f;
1349
0
    ConfigDebugBeginReturnValueOnce = false;
1350
0
    ConfigDebugBeginReturnValueLoop = false;
1351
1352
    // Inputs Behaviors
1353
0
    MouseDoubleClickTime = 0.30f;
1354
0
    MouseDoubleClickMaxDist = 6.0f;
1355
0
    MouseDragThreshold = 6.0f;
1356
0
    KeyRepeatDelay = 0.275f;
1357
0
    KeyRepeatRate = 0.050f;
1358
1359
    // Platform Functions
1360
    // Note: Initialize() will setup default clipboard/ime handlers.
1361
0
    BackendPlatformName = BackendRendererName = NULL;
1362
0
    BackendPlatformUserData = BackendRendererUserData = BackendLanguageUserData = NULL;
1363
0
    PlatformLocaleDecimalPoint = '.';
1364
1365
    // Input (NB: we already have memset zero the entire structure!)
1366
0
    MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
1367
0
    MousePosPrev = ImVec2(-FLT_MAX, -FLT_MAX);
1368
0
    MouseSource = ImGuiMouseSource_Mouse;
1369
0
    for (int i = 0; i < IM_ARRAYSIZE(MouseDownDuration); i++) MouseDownDuration[i] = MouseDownDurationPrev[i] = -1.0f;
1370
0
    for (int i = 0; i < IM_ARRAYSIZE(KeysData); i++) { KeysData[i].DownDuration = KeysData[i].DownDurationPrev = -1.0f; }
1371
0
    AppAcceptingEvents = true;
1372
0
    BackendUsingLegacyKeyArrays = (ImS8)-1;
1373
0
    BackendUsingLegacyNavInputArray = true; // assume using legacy array until proven wrong
1374
0
}
1375
1376
// Pass in translated ASCII characters for text input.
1377
// - with glfw you can get those from the callback set in glfwSetCharCallback()
1378
// - on Windows you can get those using ToAscii+keyboard state, or via the WM_CHAR message
1379
// FIXME: Should in theory be called "AddCharacterEvent()" to be consistent with new API
1380
void ImGuiIO::AddInputCharacter(unsigned int c)
1381
0
{
1382
0
    IM_ASSERT(Ctx != NULL);
1383
0
    ImGuiContext& g = *Ctx;
1384
0
    if (c == 0 || !AppAcceptingEvents)
1385
0
        return;
1386
1387
0
    ImGuiInputEvent e;
1388
0
    e.Type = ImGuiInputEventType_Text;
1389
0
    e.Source = ImGuiInputSource_Keyboard;
1390
0
    e.EventId = g.InputEventsNextEventId++;
1391
0
    e.Text.Char = c;
1392
0
    g.InputEventsQueue.push_back(e);
1393
0
}
1394
1395
// UTF16 strings use surrogate pairs to encode codepoints >= 0x10000, so
1396
// we should save the high surrogate.
1397
void ImGuiIO::AddInputCharacterUTF16(ImWchar16 c)
1398
0
{
1399
0
    if ((c == 0 && InputQueueSurrogate == 0) || !AppAcceptingEvents)
1400
0
        return;
1401
1402
0
    if ((c & 0xFC00) == 0xD800) // High surrogate, must save
1403
0
    {
1404
0
        if (InputQueueSurrogate != 0)
1405
0
            AddInputCharacter(IM_UNICODE_CODEPOINT_INVALID);
1406
0
        InputQueueSurrogate = c;
1407
0
        return;
1408
0
    }
1409
1410
0
    ImWchar cp = c;
1411
0
    if (InputQueueSurrogate != 0)
1412
0
    {
1413
0
        if ((c & 0xFC00) != 0xDC00) // Invalid low surrogate
1414
0
        {
1415
0
            AddInputCharacter(IM_UNICODE_CODEPOINT_INVALID);
1416
0
        }
1417
0
        else
1418
0
        {
1419
0
#if IM_UNICODE_CODEPOINT_MAX == 0xFFFF
1420
0
            cp = IM_UNICODE_CODEPOINT_INVALID; // Codepoint will not fit in ImWchar
1421
#else
1422
            cp = (ImWchar)(((InputQueueSurrogate - 0xD800) << 10) + (c - 0xDC00) + 0x10000);
1423
#endif
1424
0
        }
1425
1426
0
        InputQueueSurrogate = 0;
1427
0
    }
1428
0
    AddInputCharacter((unsigned)cp);
1429
0
}
1430
1431
void ImGuiIO::AddInputCharactersUTF8(const char* utf8_chars)
1432
0
{
1433
0
    if (!AppAcceptingEvents)
1434
0
        return;
1435
0
    while (*utf8_chars != 0)
1436
0
    {
1437
0
        unsigned int c = 0;
1438
0
        utf8_chars += ImTextCharFromUtf8(&c, utf8_chars, NULL);
1439
0
        AddInputCharacter(c);
1440
0
    }
1441
0
}
1442
1443
// Clear all incoming events.
1444
void ImGuiIO::ClearEventsQueue()
1445
0
{
1446
0
    IM_ASSERT(Ctx != NULL);
1447
0
    ImGuiContext& g = *Ctx;
1448
0
    g.InputEventsQueue.clear();
1449
0
}
1450
1451
// Clear current keyboard/mouse/gamepad state + current frame text input buffer. Equivalent to releasing all keys/buttons.
1452
void ImGuiIO::ClearInputKeys()
1453
0
{
1454
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
1455
    memset(KeysDown, 0, sizeof(KeysDown));
1456
#endif
1457
0
    for (int n = 0; n < IM_ARRAYSIZE(KeysData); n++)
1458
0
    {
1459
0
        KeysData[n].Down             = false;
1460
0
        KeysData[n].DownDuration     = -1.0f;
1461
0
        KeysData[n].DownDurationPrev = -1.0f;
1462
0
    }
1463
0
    KeyCtrl = KeyShift = KeyAlt = KeySuper = false;
1464
0
    KeyMods = ImGuiMod_None;
1465
0
    MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
1466
0
    for (int n = 0; n < IM_ARRAYSIZE(MouseDown); n++)
1467
0
    {
1468
0
        MouseDown[n] = false;
1469
0
        MouseDownDuration[n] = MouseDownDurationPrev[n] = -1.0f;
1470
0
    }
1471
0
    MouseWheel = MouseWheelH = 0.0f;
1472
0
    InputQueueCharacters.resize(0); // Behavior of old ClearInputCharacters().
1473
0
}
1474
1475
// Removed this as it is ambiguous/misleading and generally incorrect to use with the existence of a higher-level input queue.
1476
// Current frame character buffer is now also cleared by ClearInputKeys().
1477
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1478
void ImGuiIO::ClearInputCharacters()
1479
{
1480
    InputQueueCharacters.resize(0);
1481
}
1482
#endif
1483
1484
static ImGuiInputEvent* FindLatestInputEvent(ImGuiContext* ctx, ImGuiInputEventType type, int arg = -1)
1485
0
{
1486
0
    ImGuiContext& g = *ctx;
1487
0
    for (int n = g.InputEventsQueue.Size - 1; n >= 0; n--)
1488
0
    {
1489
0
        ImGuiInputEvent* e = &g.InputEventsQueue[n];
1490
0
        if (e->Type != type)
1491
0
            continue;
1492
0
        if (type == ImGuiInputEventType_Key && e->Key.Key != arg)
1493
0
            continue;
1494
0
        if (type == ImGuiInputEventType_MouseButton && e->MouseButton.Button != arg)
1495
0
            continue;
1496
0
        return e;
1497
0
    }
1498
0
    return NULL;
1499
0
}
1500
1501
// Queue a new key down/up event.
1502
// - ImGuiKey key:       Translated key (as in, generally ImGuiKey_A matches the key end-user would use to emit an 'A' character)
1503
// - bool down:          Is the key down? use false to signify a key release.
1504
// - float analog_value: 0.0f..1.0f
1505
// IMPORTANT: THIS FUNCTION AND OTHER "ADD" GRABS THE CONTEXT FROM OUR INSTANCE.
1506
// WE NEED TO ENSURE THAT ALL FUNCTION CALLS ARE FULLFILLING THIS, WHICH IS WHY GetKeyData() HAS AN EXPLICIT CONTEXT.
1507
void ImGuiIO::AddKeyAnalogEvent(ImGuiKey key, bool down, float analog_value)
1508
0
{
1509
    //if (e->Down) { IMGUI_DEBUG_LOG_IO("AddKeyEvent() Key='%s' %d, NativeKeycode = %d, NativeScancode = %d\n", ImGui::GetKeyName(e->Key), e->Down, e->NativeKeycode, e->NativeScancode); }
1510
0
    IM_ASSERT(Ctx != NULL);
1511
0
    if (key == ImGuiKey_None || !AppAcceptingEvents)
1512
0
        return;
1513
0
    ImGuiContext& g = *Ctx;
1514
0
    IM_ASSERT(ImGui::IsNamedKeyOrModKey(key)); // Backend needs to pass a valid ImGuiKey_ constant. 0..511 values are legacy native key codes which are not accepted by this API.
1515
0
    IM_ASSERT(ImGui::IsAliasKey(key) == false); // Backend cannot submit ImGuiKey_MouseXXX values they are automatically inferred from AddMouseXXX() events.
1516
0
    IM_ASSERT(key != ImGuiMod_Shortcut); // We could easily support the translation here but it seems saner to not accept it (TestEngine perform a translation itself)
1517
1518
    // Verify that backend isn't mixing up using new io.AddKeyEvent() api and old io.KeysDown[] + io.KeyMap[] data.
1519
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
1520
    IM_ASSERT((BackendUsingLegacyKeyArrays == -1 || BackendUsingLegacyKeyArrays == 0) && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!");
1521
    if (BackendUsingLegacyKeyArrays == -1)
1522
        for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_NamedKey_END; n++)
1523
            IM_ASSERT(KeyMap[n] == -1 && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!");
1524
    BackendUsingLegacyKeyArrays = 0;
1525
#endif
1526
0
    if (ImGui::IsGamepadKey(key))
1527
0
        BackendUsingLegacyNavInputArray = false;
1528
1529
    // Filter duplicate (in particular: key mods and gamepad analog values are commonly spammed)
1530
0
    const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_Key, (int)key);
1531
0
    const ImGuiKeyData* key_data = ImGui::GetKeyData(&g, key);
1532
0
    const bool latest_key_down = latest_event ? latest_event->Key.Down : key_data->Down;
1533
0
    const float latest_key_analog = latest_event ? latest_event->Key.AnalogValue : key_data->AnalogValue;
1534
0
    if (latest_key_down == down && latest_key_analog == analog_value)
1535
0
        return;
1536
1537
    // Add event
1538
0
    ImGuiInputEvent e;
1539
0
    e.Type = ImGuiInputEventType_Key;
1540
0
    e.Source = ImGui::IsGamepadKey(key) ? ImGuiInputSource_Gamepad : ImGuiInputSource_Keyboard;
1541
0
    e.EventId = g.InputEventsNextEventId++;
1542
0
    e.Key.Key = key;
1543
0
    e.Key.Down = down;
1544
0
    e.Key.AnalogValue = analog_value;
1545
0
    g.InputEventsQueue.push_back(e);
1546
0
}
1547
1548
void ImGuiIO::AddKeyEvent(ImGuiKey key, bool down)
1549
0
{
1550
0
    if (!AppAcceptingEvents)
1551
0
        return;
1552
0
    AddKeyAnalogEvent(key, down, down ? 1.0f : 0.0f);
1553
0
}
1554
1555
// [Optional] Call after AddKeyEvent().
1556
// Specify native keycode, scancode + Specify index for legacy <1.87 IsKeyXXX() functions with native indices.
1557
// If you are writing a backend in 2022 or don't use IsKeyXXX() with native values that are not ImGuiKey values, you can avoid calling this.
1558
void ImGuiIO::SetKeyEventNativeData(ImGuiKey key, int native_keycode, int native_scancode, int native_legacy_index)
1559
0
{
1560
0
    if (key == ImGuiKey_None)
1561
0
        return;
1562
0
    IM_ASSERT(ImGui::IsNamedKey(key)); // >= 512
1563
0
    IM_ASSERT(native_legacy_index == -1 || ImGui::IsLegacyKey((ImGuiKey)native_legacy_index)); // >= 0 && <= 511
1564
0
    IM_UNUSED(native_keycode);  // Yet unused
1565
0
    IM_UNUSED(native_scancode); // Yet unused
1566
1567
    // Build native->imgui map so old user code can still call key functions with native 0..511 values.
1568
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
1569
    const int legacy_key = (native_legacy_index != -1) ? native_legacy_index : native_keycode;
1570
    if (!ImGui::IsLegacyKey((ImGuiKey)legacy_key))
1571
        return;
1572
    KeyMap[legacy_key] = key;
1573
    KeyMap[key] = legacy_key;
1574
#else
1575
0
    IM_UNUSED(key);
1576
0
    IM_UNUSED(native_legacy_index);
1577
0
#endif
1578
0
}
1579
1580
// Set master flag for accepting key/mouse/text events (default to true). Useful if you have native dialog boxes that are interrupting your application loop/refresh, and you want to disable events being queued while your app is frozen.
1581
void ImGuiIO::SetAppAcceptingEvents(bool accepting_events)
1582
0
{
1583
0
    AppAcceptingEvents = accepting_events;
1584
0
}
1585
1586
// Queue a mouse move event
1587
void ImGuiIO::AddMousePosEvent(float x, float y)
1588
0
{
1589
0
    IM_ASSERT(Ctx != NULL);
1590
0
    ImGuiContext& g = *Ctx;
1591
0
    if (!AppAcceptingEvents)
1592
0
        return;
1593
1594
    // Apply same flooring as UpdateMouseInputs()
1595
0
    ImVec2 pos((x > -FLT_MAX) ? ImFloor(x) : x, (y > -FLT_MAX) ? ImFloor(y) : y);
1596
1597
    // Filter duplicate
1598
0
    const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_MousePos);
1599
0
    const ImVec2 latest_pos = latest_event ? ImVec2(latest_event->MousePos.PosX, latest_event->MousePos.PosY) : g.IO.MousePos;
1600
0
    if (latest_pos.x == pos.x && latest_pos.y == pos.y)
1601
0
        return;
1602
1603
0
    ImGuiInputEvent e;
1604
0
    e.Type = ImGuiInputEventType_MousePos;
1605
0
    e.Source = ImGuiInputSource_Mouse;
1606
0
    e.EventId = g.InputEventsNextEventId++;
1607
0
    e.MousePos.PosX = pos.x;
1608
0
    e.MousePos.PosY = pos.y;
1609
0
    e.MousePos.MouseSource = g.InputEventsNextMouseSource;
1610
0
    g.InputEventsQueue.push_back(e);
1611
0
}
1612
1613
void ImGuiIO::AddMouseButtonEvent(int mouse_button, bool down)
1614
0
{
1615
0
    IM_ASSERT(Ctx != NULL);
1616
0
    ImGuiContext& g = *Ctx;
1617
0
    IM_ASSERT(mouse_button >= 0 && mouse_button < ImGuiMouseButton_COUNT);
1618
0
    if (!AppAcceptingEvents)
1619
0
        return;
1620
1621
    // Filter duplicate
1622
0
    const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_MouseButton, (int)mouse_button);
1623
0
    const bool latest_button_down = latest_event ? latest_event->MouseButton.Down : g.IO.MouseDown[mouse_button];
1624
0
    if (latest_button_down == down)
1625
0
        return;
1626
1627
0
    ImGuiInputEvent e;
1628
0
    e.Type = ImGuiInputEventType_MouseButton;
1629
0
    e.Source = ImGuiInputSource_Mouse;
1630
0
    e.EventId = g.InputEventsNextEventId++;
1631
0
    e.MouseButton.Button = mouse_button;
1632
0
    e.MouseButton.Down = down;
1633
0
    e.MouseButton.MouseSource = g.InputEventsNextMouseSource;
1634
0
    g.InputEventsQueue.push_back(e);
1635
0
}
1636
1637
// Queue a mouse wheel event (some mouse/API may only have a Y component)
1638
void ImGuiIO::AddMouseWheelEvent(float wheel_x, float wheel_y)
1639
0
{
1640
0
    IM_ASSERT(Ctx != NULL);
1641
0
    ImGuiContext& g = *Ctx;
1642
1643
    // Filter duplicate (unlike most events, wheel values are relative and easy to filter)
1644
0
    if (!AppAcceptingEvents || (wheel_x == 0.0f && wheel_y == 0.0f))
1645
0
        return;
1646
1647
0
    ImGuiInputEvent e;
1648
0
    e.Type = ImGuiInputEventType_MouseWheel;
1649
0
    e.Source = ImGuiInputSource_Mouse;
1650
0
    e.EventId = g.InputEventsNextEventId++;
1651
0
    e.MouseWheel.WheelX = wheel_x;
1652
0
    e.MouseWheel.WheelY = wheel_y;
1653
0
    e.MouseWheel.MouseSource = g.InputEventsNextMouseSource;
1654
0
    g.InputEventsQueue.push_back(e);
1655
0
}
1656
1657
// This is not a real event, the data is latched in order to be stored in actual Mouse events.
1658
// This is so that duplicate events (e.g. Windows sending extraneous WM_MOUSEMOVE) gets filtered and are not leading to actual source changes.
1659
void ImGuiIO::AddMouseSourceEvent(ImGuiMouseSource source)
1660
0
{
1661
0
    IM_ASSERT(Ctx != NULL);
1662
0
    ImGuiContext& g = *Ctx;
1663
0
    g.InputEventsNextMouseSource = source;
1664
0
}
1665
1666
void ImGuiIO::AddMouseViewportEvent(ImGuiID viewport_id)
1667
0
{
1668
0
    IM_ASSERT(Ctx != NULL);
1669
0
    ImGuiContext& g = *Ctx;
1670
    //IM_ASSERT(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport);
1671
0
    if (!AppAcceptingEvents)
1672
0
        return;
1673
1674
    // Filter duplicate
1675
0
    const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_MouseViewport);
1676
0
    const ImGuiID latest_viewport_id = latest_event ? latest_event->MouseViewport.HoveredViewportID : g.IO.MouseHoveredViewport;
1677
0
    if (latest_viewport_id == viewport_id)
1678
0
        return;
1679
1680
0
    ImGuiInputEvent e;
1681
0
    e.Type = ImGuiInputEventType_MouseViewport;
1682
0
    e.Source = ImGuiInputSource_Mouse;
1683
0
    e.MouseViewport.HoveredViewportID = viewport_id;
1684
0
    g.InputEventsQueue.push_back(e);
1685
0
}
1686
1687
void ImGuiIO::AddFocusEvent(bool focused)
1688
0
{
1689
0
    IM_ASSERT(Ctx != NULL);
1690
0
    ImGuiContext& g = *Ctx;
1691
1692
    // Filter duplicate
1693
0
    const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_Focus);
1694
0
    const bool latest_focused = latest_event ? latest_event->AppFocused.Focused : !g.IO.AppFocusLost;
1695
0
    if (latest_focused == focused || (ConfigDebugIgnoreFocusLoss && !focused))
1696
0
        return;
1697
1698
0
    ImGuiInputEvent e;
1699
0
    e.Type = ImGuiInputEventType_Focus;
1700
0
    e.EventId = g.InputEventsNextEventId++;
1701
0
    e.AppFocused.Focused = focused;
1702
0
    g.InputEventsQueue.push_back(e);
1703
0
}
1704
1705
//-----------------------------------------------------------------------------
1706
// [SECTION] MISC HELPERS/UTILITIES (Geometry functions)
1707
//-----------------------------------------------------------------------------
1708
1709
ImVec2 ImBezierCubicClosestPoint(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, int num_segments)
1710
0
{
1711
0
    IM_ASSERT(num_segments > 0); // Use ImBezierCubicClosestPointCasteljau()
1712
0
    ImVec2 p_last = p1;
1713
0
    ImVec2 p_closest;
1714
0
    float p_closest_dist2 = FLT_MAX;
1715
0
    float t_step = 1.0f / (float)num_segments;
1716
0
    for (int i_step = 1; i_step <= num_segments; i_step++)
1717
0
    {
1718
0
        ImVec2 p_current = ImBezierCubicCalc(p1, p2, p3, p4, t_step * i_step);
1719
0
        ImVec2 p_line = ImLineClosestPoint(p_last, p_current, p);
1720
0
        float dist2 = ImLengthSqr(p - p_line);
1721
0
        if (dist2 < p_closest_dist2)
1722
0
        {
1723
0
            p_closest = p_line;
1724
0
            p_closest_dist2 = dist2;
1725
0
        }
1726
0
        p_last = p_current;
1727
0
    }
1728
0
    return p_closest;
1729
0
}
1730
1731
// Closely mimics PathBezierToCasteljau() in imgui_draw.cpp
1732
static void ImBezierCubicClosestPointCasteljauStep(const ImVec2& p, ImVec2& p_closest, ImVec2& p_last, float& p_closest_dist2, float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, float tess_tol, int level)
1733
0
{
1734
0
    float dx = x4 - x1;
1735
0
    float dy = y4 - y1;
1736
0
    float d2 = ((x2 - x4) * dy - (y2 - y4) * dx);
1737
0
    float d3 = ((x3 - x4) * dy - (y3 - y4) * dx);
1738
0
    d2 = (d2 >= 0) ? d2 : -d2;
1739
0
    d3 = (d3 >= 0) ? d3 : -d3;
1740
0
    if ((d2 + d3) * (d2 + d3) < tess_tol * (dx * dx + dy * dy))
1741
0
    {
1742
0
        ImVec2 p_current(x4, y4);
1743
0
        ImVec2 p_line = ImLineClosestPoint(p_last, p_current, p);
1744
0
        float dist2 = ImLengthSqr(p - p_line);
1745
0
        if (dist2 < p_closest_dist2)
1746
0
        {
1747
0
            p_closest = p_line;
1748
0
            p_closest_dist2 = dist2;
1749
0
        }
1750
0
        p_last = p_current;
1751
0
    }
1752
0
    else if (level < 10)
1753
0
    {
1754
0
        float x12 = (x1 + x2)*0.5f,       y12 = (y1 + y2)*0.5f;
1755
0
        float x23 = (x2 + x3)*0.5f,       y23 = (y2 + y3)*0.5f;
1756
0
        float x34 = (x3 + x4)*0.5f,       y34 = (y3 + y4)*0.5f;
1757
0
        float x123 = (x12 + x23)*0.5f,    y123 = (y12 + y23)*0.5f;
1758
0
        float x234 = (x23 + x34)*0.5f,    y234 = (y23 + y34)*0.5f;
1759
0
        float x1234 = (x123 + x234)*0.5f, y1234 = (y123 + y234)*0.5f;
1760
0
        ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, x1, y1, x12, y12, x123, y123, x1234, y1234, tess_tol, level + 1);
1761
0
        ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, x1234, y1234, x234, y234, x34, y34, x4, y4, tess_tol, level + 1);
1762
0
    }
1763
0
}
1764
1765
// tess_tol is generally the same value you would find in ImGui::GetStyle().CurveTessellationTol
1766
// Because those ImXXX functions are lower-level than ImGui:: we cannot access this value automatically.
1767
ImVec2 ImBezierCubicClosestPointCasteljau(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, float tess_tol)
1768
0
{
1769
0
    IM_ASSERT(tess_tol > 0.0f);
1770
0
    ImVec2 p_last = p1;
1771
0
    ImVec2 p_closest;
1772
0
    float p_closest_dist2 = FLT_MAX;
1773
0
    ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, tess_tol, 0);
1774
0
    return p_closest;
1775
0
}
1776
1777
ImVec2 ImLineClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& p)
1778
0
{
1779
0
    ImVec2 ap = p - a;
1780
0
    ImVec2 ab_dir = b - a;
1781
0
    float dot = ap.x * ab_dir.x + ap.y * ab_dir.y;
1782
0
    if (dot < 0.0f)
1783
0
        return a;
1784
0
    float ab_len_sqr = ab_dir.x * ab_dir.x + ab_dir.y * ab_dir.y;
1785
0
    if (dot > ab_len_sqr)
1786
0
        return b;
1787
0
    return a + ab_dir * dot / ab_len_sqr;
1788
0
}
1789
1790
bool ImTriangleContainsPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p)
1791
0
{
1792
0
    bool b1 = ((p.x - b.x) * (a.y - b.y) - (p.y - b.y) * (a.x - b.x)) < 0.0f;
1793
0
    bool b2 = ((p.x - c.x) * (b.y - c.y) - (p.y - c.y) * (b.x - c.x)) < 0.0f;
1794
0
    bool b3 = ((p.x - a.x) * (c.y - a.y) - (p.y - a.y) * (c.x - a.x)) < 0.0f;
1795
0
    return ((b1 == b2) && (b2 == b3));
1796
0
}
1797
1798
void ImTriangleBarycentricCoords(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p, float& out_u, float& out_v, float& out_w)
1799
0
{
1800
0
    ImVec2 v0 = b - a;
1801
0
    ImVec2 v1 = c - a;
1802
0
    ImVec2 v2 = p - a;
1803
0
    const float denom = v0.x * v1.y - v1.x * v0.y;
1804
0
    out_v = (v2.x * v1.y - v1.x * v2.y) / denom;
1805
0
    out_w = (v0.x * v2.y - v2.x * v0.y) / denom;
1806
0
    out_u = 1.0f - out_v - out_w;
1807
0
}
1808
1809
ImVec2 ImTriangleClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p)
1810
0
{
1811
0
    ImVec2 proj_ab = ImLineClosestPoint(a, b, p);
1812
0
    ImVec2 proj_bc = ImLineClosestPoint(b, c, p);
1813
0
    ImVec2 proj_ca = ImLineClosestPoint(c, a, p);
1814
0
    float dist2_ab = ImLengthSqr(p - proj_ab);
1815
0
    float dist2_bc = ImLengthSqr(p - proj_bc);
1816
0
    float dist2_ca = ImLengthSqr(p - proj_ca);
1817
0
    float m = ImMin(dist2_ab, ImMin(dist2_bc, dist2_ca));
1818
0
    if (m == dist2_ab)
1819
0
        return proj_ab;
1820
0
    if (m == dist2_bc)
1821
0
        return proj_bc;
1822
0
    return proj_ca;
1823
0
}
1824
1825
//-----------------------------------------------------------------------------
1826
// [SECTION] MISC HELPERS/UTILITIES (String, Format, Hash functions)
1827
//-----------------------------------------------------------------------------
1828
1829
// Consider using _stricmp/_strnicmp under Windows or strcasecmp/strncasecmp. We don't actually use either ImStricmp/ImStrnicmp in the codebase any more.
1830
int ImStricmp(const char* str1, const char* str2)
1831
0
{
1832
0
    int d;
1833
0
    while ((d = ImToUpper(*str2) - ImToUpper(*str1)) == 0 && *str1) { str1++; str2++; }
1834
0
    return d;
1835
0
}
1836
1837
int ImStrnicmp(const char* str1, const char* str2, size_t count)
1838
0
{
1839
0
    int d = 0;
1840
0
    while (count > 0 && (d = ImToUpper(*str2) - ImToUpper(*str1)) == 0 && *str1) { str1++; str2++; count--; }
1841
0
    return d;
1842
0
}
1843
1844
void ImStrncpy(char* dst, const char* src, size_t count)
1845
0
{
1846
0
    if (count < 1)
1847
0
        return;
1848
0
    if (count > 1)
1849
0
        strncpy(dst, src, count - 1);
1850
0
    dst[count - 1] = 0;
1851
0
}
1852
1853
char* ImStrdup(const char* str)
1854
0
{
1855
0
    size_t len = strlen(str);
1856
0
    void* buf = IM_ALLOC(len + 1);
1857
0
    return (char*)memcpy(buf, (const void*)str, len + 1);
1858
0
}
1859
1860
char* ImStrdupcpy(char* dst, size_t* p_dst_size, const char* src)
1861
0
{
1862
0
    size_t dst_buf_size = p_dst_size ? *p_dst_size : strlen(dst) + 1;
1863
0
    size_t src_size = strlen(src) + 1;
1864
0
    if (dst_buf_size < src_size)
1865
0
    {
1866
0
        IM_FREE(dst);
1867
0
        dst = (char*)IM_ALLOC(src_size);
1868
0
        if (p_dst_size)
1869
0
            *p_dst_size = src_size;
1870
0
    }
1871
0
    return (char*)memcpy(dst, (const void*)src, src_size);
1872
0
}
1873
1874
const char* ImStrchrRange(const char* str, const char* str_end, char c)
1875
0
{
1876
0
    const char* p = (const char*)memchr(str, (int)c, str_end - str);
1877
0
    return p;
1878
0
}
1879
1880
int ImStrlenW(const ImWchar* str)
1881
0
{
1882
    //return (int)wcslen((const wchar_t*)str);  // FIXME-OPT: Could use this when wchar_t are 16-bit
1883
0
    int n = 0;
1884
0
    while (*str++) n++;
1885
0
    return n;
1886
0
}
1887
1888
// Find end-of-line. Return pointer will point to either first \n, either str_end.
1889
const char* ImStreolRange(const char* str, const char* str_end)
1890
0
{
1891
0
    const char* p = (const char*)memchr(str, '\n', str_end - str);
1892
0
    return p ? p : str_end;
1893
0
}
1894
1895
const ImWchar* ImStrbolW(const ImWchar* buf_mid_line, const ImWchar* buf_begin) // find beginning-of-line
1896
0
{
1897
0
    while (buf_mid_line > buf_begin && buf_mid_line[-1] != '\n')
1898
0
        buf_mid_line--;
1899
0
    return buf_mid_line;
1900
0
}
1901
1902
const char* ImStristr(const char* haystack, const char* haystack_end, const char* needle, const char* needle_end)
1903
0
{
1904
0
    if (!needle_end)
1905
0
        needle_end = needle + strlen(needle);
1906
1907
0
    const char un0 = (char)ImToUpper(*needle);
1908
0
    while ((!haystack_end && *haystack) || (haystack_end && haystack < haystack_end))
1909
0
    {
1910
0
        if (ImToUpper(*haystack) == un0)
1911
0
        {
1912
0
            const char* b = needle + 1;
1913
0
            for (const char* a = haystack + 1; b < needle_end; a++, b++)
1914
0
                if (ImToUpper(*a) != ImToUpper(*b))
1915
0
                    break;
1916
0
            if (b == needle_end)
1917
0
                return haystack;
1918
0
        }
1919
0
        haystack++;
1920
0
    }
1921
0
    return NULL;
1922
0
}
1923
1924
// Trim str by offsetting contents when there's leading data + writing a \0 at the trailing position. We use this in situation where the cost is negligible.
1925
void ImStrTrimBlanks(char* buf)
1926
0
{
1927
0
    char* p = buf;
1928
0
    while (p[0] == ' ' || p[0] == '\t')     // Leading blanks
1929
0
        p++;
1930
0
    char* p_start = p;
1931
0
    while (*p != 0)                         // Find end of string
1932
0
        p++;
1933
0
    while (p > p_start && (p[-1] == ' ' || p[-1] == '\t'))  // Trailing blanks
1934
0
        p--;
1935
0
    if (p_start != buf)                     // Copy memory if we had leading blanks
1936
0
        memmove(buf, p_start, p - p_start);
1937
0
    buf[p - p_start] = 0;                   // Zero terminate
1938
0
}
1939
1940
const char* ImStrSkipBlank(const char* str)
1941
0
{
1942
0
    while (str[0] == ' ' || str[0] == '\t')
1943
0
        str++;
1944
0
    return str;
1945
0
}
1946
1947
// A) MSVC version appears to return -1 on overflow, whereas glibc appears to return total count (which may be >= buf_size).
1948
// Ideally we would test for only one of those limits at runtime depending on the behavior the vsnprintf(), but trying to deduct it at compile time sounds like a pandora can of worm.
1949
// B) When buf==NULL vsnprintf() will return the output size.
1950
#ifndef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS
1951
1952
// We support stb_sprintf which is much faster (see: https://github.com/nothings/stb/blob/master/stb_sprintf.h)
1953
// You may set IMGUI_USE_STB_SPRINTF to use our default wrapper, or set IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS
1954
// and setup the wrapper yourself. (FIXME-OPT: Some of our high-level operations such as ImGuiTextBuffer::appendfv() are
1955
// designed using two-passes worst case, which probably could be improved using the stbsp_vsprintfcb() function.)
1956
#ifdef IMGUI_USE_STB_SPRINTF
1957
#ifndef IMGUI_DISABLE_STB_SPRINTF_IMPLEMENTATION
1958
#define STB_SPRINTF_IMPLEMENTATION
1959
#endif
1960
#ifdef IMGUI_STB_SPRINTF_FILENAME
1961
#include IMGUI_STB_SPRINTF_FILENAME
1962
#else
1963
#include "stb_sprintf.h"
1964
#endif
1965
#endif // #ifdef IMGUI_USE_STB_SPRINTF
1966
1967
#if defined(_MSC_VER) && !defined(vsnprintf)
1968
#define vsnprintf _vsnprintf
1969
#endif
1970
1971
int ImFormatString(char* buf, size_t buf_size, const char* fmt, ...)
1972
0
{
1973
0
    va_list args;
1974
0
    va_start(args, fmt);
1975
#ifdef IMGUI_USE_STB_SPRINTF
1976
    int w = stbsp_vsnprintf(buf, (int)buf_size, fmt, args);
1977
#else
1978
0
    int w = vsnprintf(buf, buf_size, fmt, args);
1979
0
#endif
1980
0
    va_end(args);
1981
0
    if (buf == NULL)
1982
0
        return w;
1983
0
    if (w == -1 || w >= (int)buf_size)
1984
0
        w = (int)buf_size - 1;
1985
0
    buf[w] = 0;
1986
0
    return w;
1987
0
}
1988
1989
int ImFormatStringV(char* buf, size_t buf_size, const char* fmt, va_list args)
1990
0
{
1991
#ifdef IMGUI_USE_STB_SPRINTF
1992
    int w = stbsp_vsnprintf(buf, (int)buf_size, fmt, args);
1993
#else
1994
0
    int w = vsnprintf(buf, buf_size, fmt, args);
1995
0
#endif
1996
0
    if (buf == NULL)
1997
0
        return w;
1998
0
    if (w == -1 || w >= (int)buf_size)
1999
0
        w = (int)buf_size - 1;
2000
0
    buf[w] = 0;
2001
0
    return w;
2002
0
}
2003
#endif // #ifdef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS
2004
2005
void ImFormatStringToTempBuffer(const char** out_buf, const char** out_buf_end, const char* fmt, ...)
2006
0
{
2007
0
    va_list args;
2008
0
    va_start(args, fmt);
2009
0
    ImFormatStringToTempBufferV(out_buf, out_buf_end, fmt, args);
2010
0
    va_end(args);
2011
0
}
2012
2013
void ImFormatStringToTempBufferV(const char** out_buf, const char** out_buf_end, const char* fmt, va_list args)
2014
0
{
2015
0
    ImGuiContext& g = *GImGui;
2016
0
    if (fmt[0] == '%' && fmt[1] == 's' && fmt[2] == 0)
2017
0
    {
2018
0
        const char* buf = va_arg(args, const char*); // Skip formatting when using "%s"
2019
0
        if (buf == NULL)
2020
0
            buf = "(null)";
2021
0
        *out_buf = buf;
2022
0
        if (out_buf_end) { *out_buf_end = buf + strlen(buf); }
2023
0
    }
2024
0
    else if (fmt[0] == '%' && fmt[1] == '.' && fmt[2] == '*' && fmt[3] == 's' && fmt[4] == 0)
2025
0
    {
2026
0
        int buf_len = va_arg(args, int); // Skip formatting when using "%.*s"
2027
0
        const char* buf = va_arg(args, const char*);
2028
0
        if (buf == NULL)
2029
0
        {
2030
0
            buf = "(null)";
2031
0
            buf_len = ImMin(buf_len, 6);
2032
0
        }
2033
0
        *out_buf = buf;
2034
0
        *out_buf_end = buf + buf_len; // Disallow not passing 'out_buf_end' here. User is expected to use it.
2035
0
    }
2036
0
    else
2037
0
    {
2038
0
        int buf_len = ImFormatStringV(g.TempBuffer.Data, g.TempBuffer.Size, fmt, args);
2039
0
        *out_buf = g.TempBuffer.Data;
2040
0
        if (out_buf_end) { *out_buf_end = g.TempBuffer.Data + buf_len; }
2041
0
    }
2042
0
}
2043
2044
// CRC32 needs a 1KB lookup table (not cache friendly)
2045
// Although the code to generate the table is simple and shorter than the table itself, using a const table allows us to easily:
2046
// - avoid an unnecessary branch/memory tap, - keep the ImHashXXX functions usable by static constructors, - make it thread-safe.
2047
static const ImU32 GCrc32LookupTable[256] =
2048
{
2049
    0x00000000,0x77073096,0xEE0E612C,0x990951BA,0x076DC419,0x706AF48F,0xE963A535,0x9E6495A3,0x0EDB8832,0x79DCB8A4,0xE0D5E91E,0x97D2D988,0x09B64C2B,0x7EB17CBD,0xE7B82D07,0x90BF1D91,
2050
    0x1DB71064,0x6AB020F2,0xF3B97148,0x84BE41DE,0x1ADAD47D,0x6DDDE4EB,0xF4D4B551,0x83D385C7,0x136C9856,0x646BA8C0,0xFD62F97A,0x8A65C9EC,0x14015C4F,0x63066CD9,0xFA0F3D63,0x8D080DF5,
2051
    0x3B6E20C8,0x4C69105E,0xD56041E4,0xA2677172,0x3C03E4D1,0x4B04D447,0xD20D85FD,0xA50AB56B,0x35B5A8FA,0x42B2986C,0xDBBBC9D6,0xACBCF940,0x32D86CE3,0x45DF5C75,0xDCD60DCF,0xABD13D59,
2052
    0x26D930AC,0x51DE003A,0xC8D75180,0xBFD06116,0x21B4F4B5,0x56B3C423,0xCFBA9599,0xB8BDA50F,0x2802B89E,0x5F058808,0xC60CD9B2,0xB10BE924,0x2F6F7C87,0x58684C11,0xC1611DAB,0xB6662D3D,
2053
    0x76DC4190,0x01DB7106,0x98D220BC,0xEFD5102A,0x71B18589,0x06B6B51F,0x9FBFE4A5,0xE8B8D433,0x7807C9A2,0x0F00F934,0x9609A88E,0xE10E9818,0x7F6A0DBB,0x086D3D2D,0x91646C97,0xE6635C01,
2054
    0x6B6B51F4,0x1C6C6162,0x856530D8,0xF262004E,0x6C0695ED,0x1B01A57B,0x8208F4C1,0xF50FC457,0x65B0D9C6,0x12B7E950,0x8BBEB8EA,0xFCB9887C,0x62DD1DDF,0x15DA2D49,0x8CD37CF3,0xFBD44C65,
2055
    0x4DB26158,0x3AB551CE,0xA3BC0074,0xD4BB30E2,0x4ADFA541,0x3DD895D7,0xA4D1C46D,0xD3D6F4FB,0x4369E96A,0x346ED9FC,0xAD678846,0xDA60B8D0,0x44042D73,0x33031DE5,0xAA0A4C5F,0xDD0D7CC9,
2056
    0x5005713C,0x270241AA,0xBE0B1010,0xC90C2086,0x5768B525,0x206F85B3,0xB966D409,0xCE61E49F,0x5EDEF90E,0x29D9C998,0xB0D09822,0xC7D7A8B4,0x59B33D17,0x2EB40D81,0xB7BD5C3B,0xC0BA6CAD,
2057
    0xEDB88320,0x9ABFB3B6,0x03B6E20C,0x74B1D29A,0xEAD54739,0x9DD277AF,0x04DB2615,0x73DC1683,0xE3630B12,0x94643B84,0x0D6D6A3E,0x7A6A5AA8,0xE40ECF0B,0x9309FF9D,0x0A00AE27,0x7D079EB1,
2058
    0xF00F9344,0x8708A3D2,0x1E01F268,0x6906C2FE,0xF762575D,0x806567CB,0x196C3671,0x6E6B06E7,0xFED41B76,0x89D32BE0,0x10DA7A5A,0x67DD4ACC,0xF9B9DF6F,0x8EBEEFF9,0x17B7BE43,0x60B08ED5,
2059
    0xD6D6A3E8,0xA1D1937E,0x38D8C2C4,0x4FDFF252,0xD1BB67F1,0xA6BC5767,0x3FB506DD,0x48B2364B,0xD80D2BDA,0xAF0A1B4C,0x36034AF6,0x41047A60,0xDF60EFC3,0xA867DF55,0x316E8EEF,0x4669BE79,
2060
    0xCB61B38C,0xBC66831A,0x256FD2A0,0x5268E236,0xCC0C7795,0xBB0B4703,0x220216B9,0x5505262F,0xC5BA3BBE,0xB2BD0B28,0x2BB45A92,0x5CB36A04,0xC2D7FFA7,0xB5D0CF31,0x2CD99E8B,0x5BDEAE1D,
2061
    0x9B64C2B0,0xEC63F226,0x756AA39C,0x026D930A,0x9C0906A9,0xEB0E363F,0x72076785,0x05005713,0x95BF4A82,0xE2B87A14,0x7BB12BAE,0x0CB61B38,0x92D28E9B,0xE5D5BE0D,0x7CDCEFB7,0x0BDBDF21,
2062
    0x86D3D2D4,0xF1D4E242,0x68DDB3F8,0x1FDA836E,0x81BE16CD,0xF6B9265B,0x6FB077E1,0x18B74777,0x88085AE6,0xFF0F6A70,0x66063BCA,0x11010B5C,0x8F659EFF,0xF862AE69,0x616BFFD3,0x166CCF45,
2063
    0xA00AE278,0xD70DD2EE,0x4E048354,0x3903B3C2,0xA7672661,0xD06016F7,0x4969474D,0x3E6E77DB,0xAED16A4A,0xD9D65ADC,0x40DF0B66,0x37D83BF0,0xA9BCAE53,0xDEBB9EC5,0x47B2CF7F,0x30B5FFE9,
2064
    0xBDBDF21C,0xCABAC28A,0x53B39330,0x24B4A3A6,0xBAD03605,0xCDD70693,0x54DE5729,0x23D967BF,0xB3667A2E,0xC4614AB8,0x5D681B02,0x2A6F2B94,0xB40BBE37,0xC30C8EA1,0x5A05DF1B,0x2D02EF8D,
2065
};
2066
2067
// Known size hash
2068
// It is ok to call ImHashData on a string with known length but the ### operator won't be supported.
2069
// FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements.
2070
ImGuiID ImHashData(const void* data_p, size_t data_size, ImGuiID seed)
2071
0
{
2072
0
    ImU32 crc = ~seed;
2073
0
    const unsigned char* data = (const unsigned char*)data_p;
2074
0
    const ImU32* crc32_lut = GCrc32LookupTable;
2075
0
    while (data_size-- != 0)
2076
0
        crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ *data++];
2077
0
    return ~crc;
2078
0
}
2079
2080
// Zero-terminated string hash, with support for ### to reset back to seed value
2081
// We support a syntax of "label###id" where only "###id" is included in the hash, and only "label" gets displayed.
2082
// Because this syntax is rarely used we are optimizing for the common case.
2083
// - If we reach ### in the string we discard the hash so far and reset to the seed.
2084
// - We don't do 'current += 2; continue;' after handling ### to keep the code smaller/faster (measured ~10% diff in Debug build)
2085
// FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements.
2086
ImGuiID ImHashStr(const char* data_p, size_t data_size, ImGuiID seed)
2087
0
{
2088
0
    seed = ~seed;
2089
0
    ImU32 crc = seed;
2090
0
    const unsigned char* data = (const unsigned char*)data_p;
2091
0
    const ImU32* crc32_lut = GCrc32LookupTable;
2092
0
    if (data_size != 0)
2093
0
    {
2094
0
        while (data_size-- != 0)
2095
0
        {
2096
0
            unsigned char c = *data++;
2097
0
            if (c == '#' && data_size >= 2 && data[0] == '#' && data[1] == '#')
2098
0
                crc = seed;
2099
0
            crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c];
2100
0
        }
2101
0
    }
2102
0
    else
2103
0
    {
2104
0
        while (unsigned char c = *data++)
2105
0
        {
2106
0
            if (c == '#' && data[0] == '#' && data[1] == '#')
2107
0
                crc = seed;
2108
0
            crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c];
2109
0
        }
2110
0
    }
2111
0
    return ~crc;
2112
0
}
2113
2114
//-----------------------------------------------------------------------------
2115
// [SECTION] MISC HELPERS/UTILITIES (File functions)
2116
//-----------------------------------------------------------------------------
2117
2118
// Default file functions
2119
#ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS
2120
2121
ImFileHandle ImFileOpen(const char* filename, const char* mode)
2122
0
{
2123
#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(__CYGWIN__) && !defined(__GNUC__)
2124
    // We need a fopen() wrapper because MSVC/Windows fopen doesn't handle UTF-8 filenames.
2125
    // Previously we used ImTextCountCharsFromUtf8/ImTextStrFromUtf8 here but we now need to support ImWchar16 and ImWchar32!
2126
    const int filename_wsize = ::MultiByteToWideChar(CP_UTF8, 0, filename, -1, NULL, 0);
2127
    const int mode_wsize = ::MultiByteToWideChar(CP_UTF8, 0, mode, -1, NULL, 0);
2128
2129
    // Use stack buffer if possible, otherwise heap buffer. Sizes include zero terminator.
2130
    // We don't rely on current ImGuiContext as this is implied to be a helper function which doesn't depend on it (see #7314).
2131
    wchar_t local_temp_stack[FILENAME_MAX];
2132
    ImVector<wchar_t> local_temp_heap;
2133
    if (filename_wsize + mode_wsize > IM_ARRAYSIZE(local_temp_stack))
2134
        local_temp_heap.resize(filename_wsize + mode_wsize);
2135
    wchar_t* filename_wbuf = local_temp_heap.Data ? local_temp_heap.Data : local_temp_stack;
2136
    wchar_t* mode_wbuf = filename_wbuf + filename_wsize;
2137
    ::MultiByteToWideChar(CP_UTF8, 0, filename, -1, filename_wbuf, filename_wsize);
2138
    ::MultiByteToWideChar(CP_UTF8, 0, mode, -1, mode_wbuf, mode_wsize);
2139
    return ::_wfopen(filename_wbuf, mode_wbuf);
2140
#else
2141
0
    return fopen(filename, mode);
2142
0
#endif
2143
0
}
2144
2145
// We should in theory be using fseeko()/ftello() with off_t and _fseeki64()/_ftelli64() with __int64, waiting for the PR that does that in a very portable pre-C++11 zero-warnings way.
2146
0
bool    ImFileClose(ImFileHandle f)     { return fclose(f) == 0; }
2147
0
ImU64   ImFileGetSize(ImFileHandle f)   { long off = 0, sz = 0; return ((off = ftell(f)) != -1 && !fseek(f, 0, SEEK_END) && (sz = ftell(f)) != -1 && !fseek(f, off, SEEK_SET)) ? (ImU64)sz : (ImU64)-1; }
2148
0
ImU64   ImFileRead(void* data, ImU64 sz, ImU64 count, ImFileHandle f)           { return fread(data, (size_t)sz, (size_t)count, f); }
2149
0
ImU64   ImFileWrite(const void* data, ImU64 sz, ImU64 count, ImFileHandle f)    { return fwrite(data, (size_t)sz, (size_t)count, f); }
2150
#endif // #ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS
2151
2152
// Helper: Load file content into memory
2153
// Memory allocated with IM_ALLOC(), must be freed by user using IM_FREE() == ImGui::MemFree()
2154
// This can't really be used with "rt" because fseek size won't match read size.
2155
void*   ImFileLoadToMemory(const char* filename, const char* mode, size_t* out_file_size, int padding_bytes)
2156
0
{
2157
0
    IM_ASSERT(filename && mode);
2158
0
    if (out_file_size)
2159
0
        *out_file_size = 0;
2160
2161
0
    ImFileHandle f;
2162
0
    if ((f = ImFileOpen(filename, mode)) == NULL)
2163
0
        return NULL;
2164
2165
0
    size_t file_size = (size_t)ImFileGetSize(f);
2166
0
    if (file_size == (size_t)-1)
2167
0
    {
2168
0
        ImFileClose(f);
2169
0
        return NULL;
2170
0
    }
2171
2172
0
    void* file_data = IM_ALLOC(file_size + padding_bytes);
2173
0
    if (file_data == NULL)
2174
0
    {
2175
0
        ImFileClose(f);
2176
0
        return NULL;
2177
0
    }
2178
0
    if (ImFileRead(file_data, 1, file_size, f) != file_size)
2179
0
    {
2180
0
        ImFileClose(f);
2181
0
        IM_FREE(file_data);
2182
0
        return NULL;
2183
0
    }
2184
0
    if (padding_bytes > 0)
2185
0
        memset((void*)(((char*)file_data) + file_size), 0, (size_t)padding_bytes);
2186
2187
0
    ImFileClose(f);
2188
0
    if (out_file_size)
2189
0
        *out_file_size = file_size;
2190
2191
0
    return file_data;
2192
0
}
2193
2194
//-----------------------------------------------------------------------------
2195
// [SECTION] MISC HELPERS/UTILITIES (ImText* functions)
2196
//-----------------------------------------------------------------------------
2197
2198
IM_MSVC_RUNTIME_CHECKS_OFF
2199
2200
// Convert UTF-8 to 32-bit character, process single character input.
2201
// A nearly-branchless UTF-8 decoder, based on work of Christopher Wellons (https://github.com/skeeto/branchless-utf8).
2202
// We handle UTF-8 decoding error by skipping forward.
2203
int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* in_text_end)
2204
0
{
2205
0
    static const char lengths[32] = { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 2, 2, 2, 2, 3, 3, 4, 0 };
2206
0
    static const int masks[]  = { 0x00, 0x7f, 0x1f, 0x0f, 0x07 };
2207
0
    static const uint32_t mins[] = { 0x400000, 0, 0x80, 0x800, 0x10000 };
2208
0
    static const int shiftc[] = { 0, 18, 12, 6, 0 };
2209
0
    static const int shifte[] = { 0, 6, 4, 2, 0 };
2210
0
    int len = lengths[*(const unsigned char*)in_text >> 3];
2211
0
    int wanted = len + (len ? 0 : 1);
2212
2213
0
    if (in_text_end == NULL)
2214
0
        in_text_end = in_text + wanted; // Max length, nulls will be taken into account.
2215
2216
    // Copy at most 'len' bytes, stop copying at 0 or past in_text_end. Branch predictor does a good job here,
2217
    // so it is fast even with excessive branching.
2218
0
    unsigned char s[4];
2219
0
    s[0] = in_text + 0 < in_text_end ? in_text[0] : 0;
2220
0
    s[1] = in_text + 1 < in_text_end ? in_text[1] : 0;
2221
0
    s[2] = in_text + 2 < in_text_end ? in_text[2] : 0;
2222
0
    s[3] = in_text + 3 < in_text_end ? in_text[3] : 0;
2223
2224
    // Assume a four-byte character and load four bytes. Unused bits are shifted out.
2225
0
    *out_char  = (uint32_t)(s[0] & masks[len]) << 18;
2226
0
    *out_char |= (uint32_t)(s[1] & 0x3f) << 12;
2227
0
    *out_char |= (uint32_t)(s[2] & 0x3f) <<  6;
2228
0
    *out_char |= (uint32_t)(s[3] & 0x3f) <<  0;
2229
0
    *out_char >>= shiftc[len];
2230
2231
    // Accumulate the various error conditions.
2232
0
    int e = 0;
2233
0
    e  = (*out_char < mins[len]) << 6; // non-canonical encoding
2234
0
    e |= ((*out_char >> 11) == 0x1b) << 7;  // surrogate half?
2235
0
    e |= (*out_char > IM_UNICODE_CODEPOINT_MAX) << 8;  // out of range?
2236
0
    e |= (s[1] & 0xc0) >> 2;
2237
0
    e |= (s[2] & 0xc0) >> 4;
2238
0
    e |= (s[3]       ) >> 6;
2239
0
    e ^= 0x2a; // top two bits of each tail byte correct?
2240
0
    e >>= shifte[len];
2241
2242
0
    if (e)
2243
0
    {
2244
        // No bytes are consumed when *in_text == 0 || in_text == in_text_end.
2245
        // One byte is consumed in case of invalid first byte of in_text.
2246
        // All available bytes (at most `len` bytes) are consumed on incomplete/invalid second to last bytes.
2247
        // Invalid or incomplete input may consume less bytes than wanted, therefore every byte has to be inspected in s.
2248
0
        wanted = ImMin(wanted, !!s[0] + !!s[1] + !!s[2] + !!s[3]);
2249
0
        *out_char = IM_UNICODE_CODEPOINT_INVALID;
2250
0
    }
2251
2252
0
    return wanted;
2253
0
}
2254
2255
int ImTextStrFromUtf8(ImWchar* buf, int buf_size, const char* in_text, const char* in_text_end, const char** in_text_remaining)
2256
0
{
2257
0
    ImWchar* buf_out = buf;
2258
0
    ImWchar* buf_end = buf + buf_size;
2259
0
    while (buf_out < buf_end - 1 && (!in_text_end || in_text < in_text_end) && *in_text)
2260
0
    {
2261
0
        unsigned int c;
2262
0
        in_text += ImTextCharFromUtf8(&c, in_text, in_text_end);
2263
0
        *buf_out++ = (ImWchar)c;
2264
0
    }
2265
0
    *buf_out = 0;
2266
0
    if (in_text_remaining)
2267
0
        *in_text_remaining = in_text;
2268
0
    return (int)(buf_out - buf);
2269
0
}
2270
2271
int ImTextCountCharsFromUtf8(const char* in_text, const char* in_text_end)
2272
0
{
2273
0
    int char_count = 0;
2274
0
    while ((!in_text_end || in_text < in_text_end) && *in_text)
2275
0
    {
2276
0
        unsigned int c;
2277
0
        in_text += ImTextCharFromUtf8(&c, in_text, in_text_end);
2278
0
        char_count++;
2279
0
    }
2280
0
    return char_count;
2281
0
}
2282
2283
// Based on stb_to_utf8() from github.com/nothings/stb/
2284
static inline int ImTextCharToUtf8_inline(char* buf, int buf_size, unsigned int c)
2285
0
{
2286
0
    if (c < 0x80)
2287
0
    {
2288
0
        buf[0] = (char)c;
2289
0
        return 1;
2290
0
    }
2291
0
    if (c < 0x800)
2292
0
    {
2293
0
        if (buf_size < 2) return 0;
2294
0
        buf[0] = (char)(0xc0 + (c >> 6));
2295
0
        buf[1] = (char)(0x80 + (c & 0x3f));
2296
0
        return 2;
2297
0
    }
2298
0
    if (c < 0x10000)
2299
0
    {
2300
0
        if (buf_size < 3) return 0;
2301
0
        buf[0] = (char)(0xe0 + (c >> 12));
2302
0
        buf[1] = (char)(0x80 + ((c >> 6) & 0x3f));
2303
0
        buf[2] = (char)(0x80 + ((c ) & 0x3f));
2304
0
        return 3;
2305
0
    }
2306
0
    if (c <= 0x10FFFF)
2307
0
    {
2308
0
        if (buf_size < 4) return 0;
2309
0
        buf[0] = (char)(0xf0 + (c >> 18));
2310
0
        buf[1] = (char)(0x80 + ((c >> 12) & 0x3f));
2311
0
        buf[2] = (char)(0x80 + ((c >> 6) & 0x3f));
2312
0
        buf[3] = (char)(0x80 + ((c ) & 0x3f));
2313
0
        return 4;
2314
0
    }
2315
    // Invalid code point, the max unicode is 0x10FFFF
2316
0
    return 0;
2317
0
}
2318
2319
const char* ImTextCharToUtf8(char out_buf[5], unsigned int c)
2320
0
{
2321
0
    int count = ImTextCharToUtf8_inline(out_buf, 5, c);
2322
0
    out_buf[count] = 0;
2323
0
    return out_buf;
2324
0
}
2325
2326
// Not optimal but we very rarely use this function.
2327
int ImTextCountUtf8BytesFromChar(const char* in_text, const char* in_text_end)
2328
0
{
2329
0
    unsigned int unused = 0;
2330
0
    return ImTextCharFromUtf8(&unused, in_text, in_text_end);
2331
0
}
2332
2333
static inline int ImTextCountUtf8BytesFromChar(unsigned int c)
2334
0
{
2335
0
    if (c < 0x80) return 1;
2336
0
    if (c < 0x800) return 2;
2337
0
    if (c < 0x10000) return 3;
2338
0
    if (c <= 0x10FFFF) return 4;
2339
0
    return 3;
2340
0
}
2341
2342
int ImTextStrToUtf8(char* out_buf, int out_buf_size, const ImWchar* in_text, const ImWchar* in_text_end)
2343
0
{
2344
0
    char* buf_p = out_buf;
2345
0
    const char* buf_end = out_buf + out_buf_size;
2346
0
    while (buf_p < buf_end - 1 && (!in_text_end || in_text < in_text_end) && *in_text)
2347
0
    {
2348
0
        unsigned int c = (unsigned int)(*in_text++);
2349
0
        if (c < 0x80)
2350
0
            *buf_p++ = (char)c;
2351
0
        else
2352
0
            buf_p += ImTextCharToUtf8_inline(buf_p, (int)(buf_end - buf_p - 1), c);
2353
0
    }
2354
0
    *buf_p = 0;
2355
0
    return (int)(buf_p - out_buf);
2356
0
}
2357
2358
int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_end)
2359
0
{
2360
0
    int bytes_count = 0;
2361
0
    while ((!in_text_end || in_text < in_text_end) && *in_text)
2362
0
    {
2363
0
        unsigned int c = (unsigned int)(*in_text++);
2364
0
        if (c < 0x80)
2365
0
            bytes_count++;
2366
0
        else
2367
0
            bytes_count += ImTextCountUtf8BytesFromChar(c);
2368
0
    }
2369
0
    return bytes_count;
2370
0
}
2371
2372
const char* ImTextFindPreviousUtf8Codepoint(const char* in_text_start, const char* in_text_curr)
2373
0
{
2374
0
    while (in_text_curr > in_text_start)
2375
0
    {
2376
0
        in_text_curr--;
2377
0
        if ((*in_text_curr & 0xC0) != 0x80)
2378
0
            return in_text_curr;
2379
0
    }
2380
0
    return in_text_start;
2381
0
}
2382
2383
IM_MSVC_RUNTIME_CHECKS_RESTORE
2384
2385
//-----------------------------------------------------------------------------
2386
// [SECTION] MISC HELPERS/UTILITIES (Color functions)
2387
// Note: The Convert functions are early design which are not consistent with other API.
2388
//-----------------------------------------------------------------------------
2389
2390
IMGUI_API ImU32 ImAlphaBlendColors(ImU32 col_a, ImU32 col_b)
2391
0
{
2392
0
    float t = ((col_b >> IM_COL32_A_SHIFT) & 0xFF) / 255.f;
2393
0
    int r = ImLerp((int)(col_a >> IM_COL32_R_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_R_SHIFT) & 0xFF, t);
2394
0
    int g = ImLerp((int)(col_a >> IM_COL32_G_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_G_SHIFT) & 0xFF, t);
2395
0
    int b = ImLerp((int)(col_a >> IM_COL32_B_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_B_SHIFT) & 0xFF, t);
2396
0
    return IM_COL32(r, g, b, 0xFF);
2397
0
}
2398
2399
ImVec4 ImGui::ColorConvertU32ToFloat4(ImU32 in)
2400
0
{
2401
0
    float s = 1.0f / 255.0f;
2402
0
    return ImVec4(
2403
0
        ((in >> IM_COL32_R_SHIFT) & 0xFF) * s,
2404
0
        ((in >> IM_COL32_G_SHIFT) & 0xFF) * s,
2405
0
        ((in >> IM_COL32_B_SHIFT) & 0xFF) * s,
2406
0
        ((in >> IM_COL32_A_SHIFT) & 0xFF) * s);
2407
0
}
2408
2409
ImU32 ImGui::ColorConvertFloat4ToU32(const ImVec4& in)
2410
0
{
2411
0
    ImU32 out;
2412
0
    out  = ((ImU32)IM_F32_TO_INT8_SAT(in.x)) << IM_COL32_R_SHIFT;
2413
0
    out |= ((ImU32)IM_F32_TO_INT8_SAT(in.y)) << IM_COL32_G_SHIFT;
2414
0
    out |= ((ImU32)IM_F32_TO_INT8_SAT(in.z)) << IM_COL32_B_SHIFT;
2415
0
    out |= ((ImU32)IM_F32_TO_INT8_SAT(in.w)) << IM_COL32_A_SHIFT;
2416
0
    return out;
2417
0
}
2418
2419
// Convert rgb floats ([0-1],[0-1],[0-1]) to hsv floats ([0-1],[0-1],[0-1]), from Foley & van Dam p592
2420
// Optimized http://lolengine.net/blog/2013/01/13/fast-rgb-to-hsv
2421
void ImGui::ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v)
2422
0
{
2423
0
    float K = 0.f;
2424
0
    if (g < b)
2425
0
    {
2426
0
        ImSwap(g, b);
2427
0
        K = -1.f;
2428
0
    }
2429
0
    if (r < g)
2430
0
    {
2431
0
        ImSwap(r, g);
2432
0
        K = -2.f / 6.f - K;
2433
0
    }
2434
2435
0
    const float chroma = r - (g < b ? g : b);
2436
0
    out_h = ImFabs(K + (g - b) / (6.f * chroma + 1e-20f));
2437
0
    out_s = chroma / (r + 1e-20f);
2438
0
    out_v = r;
2439
0
}
2440
2441
// Convert hsv floats ([0-1],[0-1],[0-1]) to rgb floats ([0-1],[0-1],[0-1]), from Foley & van Dam p593
2442
// also http://en.wikipedia.org/wiki/HSL_and_HSV
2443
void ImGui::ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b)
2444
0
{
2445
0
    if (s == 0.0f)
2446
0
    {
2447
        // gray
2448
0
        out_r = out_g = out_b = v;
2449
0
        return;
2450
0
    }
2451
2452
0
    h = ImFmod(h, 1.0f) / (60.0f / 360.0f);
2453
0
    int   i = (int)h;
2454
0
    float f = h - (float)i;
2455
0
    float p = v * (1.0f - s);
2456
0
    float q = v * (1.0f - s * f);
2457
0
    float t = v * (1.0f - s * (1.0f - f));
2458
2459
0
    switch (i)
2460
0
    {
2461
0
    case 0: out_r = v; out_g = t; out_b = p; break;
2462
0
    case 1: out_r = q; out_g = v; out_b = p; break;
2463
0
    case 2: out_r = p; out_g = v; out_b = t; break;
2464
0
    case 3: out_r = p; out_g = q; out_b = v; break;
2465
0
    case 4: out_r = t; out_g = p; out_b = v; break;
2466
0
    case 5: default: out_r = v; out_g = p; out_b = q; break;
2467
0
    }
2468
0
}
2469
2470
//-----------------------------------------------------------------------------
2471
// [SECTION] ImGuiStorage
2472
// Helper: Key->value storage
2473
//-----------------------------------------------------------------------------
2474
2475
// std::lower_bound but without the bullshit
2476
static ImGuiStorage::ImGuiStoragePair* LowerBound(ImVector<ImGuiStorage::ImGuiStoragePair>& data, ImGuiID key)
2477
0
{
2478
0
    ImGuiStorage::ImGuiStoragePair* first = data.Data;
2479
0
    ImGuiStorage::ImGuiStoragePair* last = data.Data + data.Size;
2480
0
    size_t count = (size_t)(last - first);
2481
0
    while (count > 0)
2482
0
    {
2483
0
        size_t count2 = count >> 1;
2484
0
        ImGuiStorage::ImGuiStoragePair* mid = first + count2;
2485
0
        if (mid->key < key)
2486
0
        {
2487
0
            first = ++mid;
2488
0
            count -= count2 + 1;
2489
0
        }
2490
0
        else
2491
0
        {
2492
0
            count = count2;
2493
0
        }
2494
0
    }
2495
0
    return first;
2496
0
}
2497
2498
// For quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once.
2499
void ImGuiStorage::BuildSortByKey()
2500
0
{
2501
0
    struct StaticFunc
2502
0
    {
2503
0
        static int IMGUI_CDECL PairComparerByID(const void* lhs, const void* rhs)
2504
0
        {
2505
            // We can't just do a subtraction because qsort uses signed integers and subtracting our ID doesn't play well with that.
2506
0
            if (((const ImGuiStoragePair*)lhs)->key > ((const ImGuiStoragePair*)rhs)->key) return +1;
2507
0
            if (((const ImGuiStoragePair*)lhs)->key < ((const ImGuiStoragePair*)rhs)->key) return -1;
2508
0
            return 0;
2509
0
        }
2510
0
    };
2511
0
    ImQsort(Data.Data, (size_t)Data.Size, sizeof(ImGuiStoragePair), StaticFunc::PairComparerByID);
2512
0
}
2513
2514
int ImGuiStorage::GetInt(ImGuiID key, int default_val) const
2515
0
{
2516
0
    ImGuiStoragePair* it = LowerBound(const_cast<ImVector<ImGuiStoragePair>&>(Data), key);
2517
0
    if (it == Data.end() || it->key != key)
2518
0
        return default_val;
2519
0
    return it->val_i;
2520
0
}
2521
2522
bool ImGuiStorage::GetBool(ImGuiID key, bool default_val) const
2523
0
{
2524
0
    return GetInt(key, default_val ? 1 : 0) != 0;
2525
0
}
2526
2527
float ImGuiStorage::GetFloat(ImGuiID key, float default_val) const
2528
0
{
2529
0
    ImGuiStoragePair* it = LowerBound(const_cast<ImVector<ImGuiStoragePair>&>(Data), key);
2530
0
    if (it == Data.end() || it->key != key)
2531
0
        return default_val;
2532
0
    return it->val_f;
2533
0
}
2534
2535
void* ImGuiStorage::GetVoidPtr(ImGuiID key) const
2536
0
{
2537
0
    ImGuiStoragePair* it = LowerBound(const_cast<ImVector<ImGuiStoragePair>&>(Data), key);
2538
0
    if (it == Data.end() || it->key != key)
2539
0
        return NULL;
2540
0
    return it->val_p;
2541
0
}
2542
2543
// References are only valid until a new value is added to the storage. Calling a Set***() function or a Get***Ref() function invalidates the pointer.
2544
int* ImGuiStorage::GetIntRef(ImGuiID key, int default_val)
2545
0
{
2546
0
    ImGuiStoragePair* it = LowerBound(Data, key);
2547
0
    if (it == Data.end() || it->key != key)
2548
0
        it = Data.insert(it, ImGuiStoragePair(key, default_val));
2549
0
    return &it->val_i;
2550
0
}
2551
2552
bool* ImGuiStorage::GetBoolRef(ImGuiID key, bool default_val)
2553
0
{
2554
0
    return (bool*)GetIntRef(key, default_val ? 1 : 0);
2555
0
}
2556
2557
float* ImGuiStorage::GetFloatRef(ImGuiID key, float default_val)
2558
0
{
2559
0
    ImGuiStoragePair* it = LowerBound(Data, key);
2560
0
    if (it == Data.end() || it->key != key)
2561
0
        it = Data.insert(it, ImGuiStoragePair(key, default_val));
2562
0
    return &it->val_f;
2563
0
}
2564
2565
void** ImGuiStorage::GetVoidPtrRef(ImGuiID key, void* default_val)
2566
0
{
2567
0
    ImGuiStoragePair* it = LowerBound(Data, key);
2568
0
    if (it == Data.end() || it->key != key)
2569
0
        it = Data.insert(it, ImGuiStoragePair(key, default_val));
2570
0
    return &it->val_p;
2571
0
}
2572
2573
// FIXME-OPT: Need a way to reuse the result of lower_bound when doing GetInt()/SetInt() - not too bad because it only happens on explicit interaction (maximum one a frame)
2574
void ImGuiStorage::SetInt(ImGuiID key, int val)
2575
0
{
2576
0
    ImGuiStoragePair* it = LowerBound(Data, key);
2577
0
    if (it == Data.end() || it->key != key)
2578
0
        Data.insert(it, ImGuiStoragePair(key, val));
2579
0
    else
2580
0
        it->val_i = val;
2581
0
}
2582
2583
void ImGuiStorage::SetBool(ImGuiID key, bool val)
2584
0
{
2585
0
    SetInt(key, val ? 1 : 0);
2586
0
}
2587
2588
void ImGuiStorage::SetFloat(ImGuiID key, float val)
2589
0
{
2590
0
    ImGuiStoragePair* it = LowerBound(Data, key);
2591
0
    if (it == Data.end() || it->key != key)
2592
0
        Data.insert(it, ImGuiStoragePair(key, val));
2593
0
    else
2594
0
        it->val_f = val;
2595
0
}
2596
2597
void ImGuiStorage::SetVoidPtr(ImGuiID key, void* val)
2598
0
{
2599
0
    ImGuiStoragePair* it = LowerBound(Data, key);
2600
0
    if (it == Data.end() || it->key != key)
2601
0
        Data.insert(it, ImGuiStoragePair(key, val));
2602
0
    else
2603
0
        it->val_p = val;
2604
0
}
2605
2606
void ImGuiStorage::SetAllInt(int v)
2607
0
{
2608
0
    for (int i = 0; i < Data.Size; i++)
2609
0
        Data[i].val_i = v;
2610
0
}
2611
2612
//-----------------------------------------------------------------------------
2613
// [SECTION] ImGuiTextFilter
2614
//-----------------------------------------------------------------------------
2615
2616
// Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]"
2617
ImGuiTextFilter::ImGuiTextFilter(const char* default_filter) //-V1077
2618
0
{
2619
0
    InputBuf[0] = 0;
2620
0
    CountGrep = 0;
2621
0
    if (default_filter)
2622
0
    {
2623
0
        ImStrncpy(InputBuf, default_filter, IM_ARRAYSIZE(InputBuf));
2624
0
        Build();
2625
0
    }
2626
0
}
2627
2628
bool ImGuiTextFilter::Draw(const char* label, float width)
2629
0
{
2630
0
    if (width != 0.0f)
2631
0
        ImGui::SetNextItemWidth(width);
2632
0
    bool value_changed = ImGui::InputText(label, InputBuf, IM_ARRAYSIZE(InputBuf));
2633
0
    if (value_changed)
2634
0
        Build();
2635
0
    return value_changed;
2636
0
}
2637
2638
void ImGuiTextFilter::ImGuiTextRange::split(char separator, ImVector<ImGuiTextRange>* out) const
2639
0
{
2640
0
    out->resize(0);
2641
0
    const char* wb = b;
2642
0
    const char* we = wb;
2643
0
    while (we < e)
2644
0
    {
2645
0
        if (*we == separator)
2646
0
        {
2647
0
            out->push_back(ImGuiTextRange(wb, we));
2648
0
            wb = we + 1;
2649
0
        }
2650
0
        we++;
2651
0
    }
2652
0
    if (wb != we)
2653
0
        out->push_back(ImGuiTextRange(wb, we));
2654
0
}
2655
2656
void ImGuiTextFilter::Build()
2657
0
{
2658
0
    Filters.resize(0);
2659
0
    ImGuiTextRange input_range(InputBuf, InputBuf + strlen(InputBuf));
2660
0
    input_range.split(',', &Filters);
2661
2662
0
    CountGrep = 0;
2663
0
    for (ImGuiTextRange& f : Filters)
2664
0
    {
2665
0
        while (f.b < f.e && ImCharIsBlankA(f.b[0]))
2666
0
            f.b++;
2667
0
        while (f.e > f.b && ImCharIsBlankA(f.e[-1]))
2668
0
            f.e--;
2669
0
        if (f.empty())
2670
0
            continue;
2671
0
        if (f.b[0] != '-')
2672
0
            CountGrep += 1;
2673
0
    }
2674
0
}
2675
2676
bool ImGuiTextFilter::PassFilter(const char* text, const char* text_end) const
2677
0
{
2678
0
    if (Filters.empty())
2679
0
        return true;
2680
2681
0
    if (text == NULL)
2682
0
        text = "";
2683
2684
0
    for (const ImGuiTextRange& f : Filters)
2685
0
    {
2686
0
        if (f.empty())
2687
0
            continue;
2688
0
        if (f.b[0] == '-')
2689
0
        {
2690
            // Subtract
2691
0
            if (ImStristr(text, text_end, f.b + 1, f.e) != NULL)
2692
0
                return false;
2693
0
        }
2694
0
        else
2695
0
        {
2696
            // Grep
2697
0
            if (ImStristr(text, text_end, f.b, f.e) != NULL)
2698
0
                return true;
2699
0
        }
2700
0
    }
2701
2702
    // Implicit * grep
2703
0
    if (CountGrep == 0)
2704
0
        return true;
2705
2706
0
    return false;
2707
0
}
2708
2709
//-----------------------------------------------------------------------------
2710
// [SECTION] ImGuiTextBuffer, ImGuiTextIndex
2711
//-----------------------------------------------------------------------------
2712
2713
// On some platform vsnprintf() takes va_list by reference and modifies it.
2714
// va_copy is the 'correct' way to copy a va_list but Visual Studio prior to 2013 doesn't have it.
2715
#ifndef va_copy
2716
#if defined(__GNUC__) || defined(__clang__)
2717
#define va_copy(dest, src) __builtin_va_copy(dest, src)
2718
#else
2719
#define va_copy(dest, src) (dest = src)
2720
#endif
2721
#endif
2722
2723
char ImGuiTextBuffer::EmptyString[1] = { 0 };
2724
2725
void ImGuiTextBuffer::append(const char* str, const char* str_end)
2726
0
{
2727
0
    int len = str_end ? (int)(str_end - str) : (int)strlen(str);
2728
2729
    // Add zero-terminator the first time
2730
0
    const int write_off = (Buf.Size != 0) ? Buf.Size : 1;
2731
0
    const int needed_sz = write_off + len;
2732
0
    if (write_off + len >= Buf.Capacity)
2733
0
    {
2734
0
        int new_capacity = Buf.Capacity * 2;
2735
0
        Buf.reserve(needed_sz > new_capacity ? needed_sz : new_capacity);
2736
0
    }
2737
2738
0
    Buf.resize(needed_sz);
2739
0
    memcpy(&Buf[write_off - 1], str, (size_t)len);
2740
0
    Buf[write_off - 1 + len] = 0;
2741
0
}
2742
2743
void ImGuiTextBuffer::appendf(const char* fmt, ...)
2744
0
{
2745
0
    va_list args;
2746
0
    va_start(args, fmt);
2747
0
    appendfv(fmt, args);
2748
0
    va_end(args);
2749
0
}
2750
2751
// Helper: Text buffer for logging/accumulating text
2752
void ImGuiTextBuffer::appendfv(const char* fmt, va_list args)
2753
0
{
2754
0
    va_list args_copy;
2755
0
    va_copy(args_copy, args);
2756
2757
0
    int len = ImFormatStringV(NULL, 0, fmt, args);         // FIXME-OPT: could do a first pass write attempt, likely successful on first pass.
2758
0
    if (len <= 0)
2759
0
    {
2760
0
        va_end(args_copy);
2761
0
        return;
2762
0
    }
2763
2764
    // Add zero-terminator the first time
2765
0
    const int write_off = (Buf.Size != 0) ? Buf.Size : 1;
2766
0
    const int needed_sz = write_off + len;
2767
0
    if (write_off + len >= Buf.Capacity)
2768
0
    {
2769
0
        int new_capacity = Buf.Capacity * 2;
2770
0
        Buf.reserve(needed_sz > new_capacity ? needed_sz : new_capacity);
2771
0
    }
2772
2773
0
    Buf.resize(needed_sz);
2774
0
    ImFormatStringV(&Buf[write_off - 1], (size_t)len + 1, fmt, args_copy);
2775
0
    va_end(args_copy);
2776
0
}
2777
2778
void ImGuiTextIndex::append(const char* base, int old_size, int new_size)
2779
0
{
2780
0
    IM_ASSERT(old_size >= 0 && new_size >= old_size && new_size >= EndOffset);
2781
0
    if (old_size == new_size)
2782
0
        return;
2783
0
    if (EndOffset == 0 || base[EndOffset - 1] == '\n')
2784
0
        LineOffsets.push_back(EndOffset);
2785
0
    const char* base_end = base + new_size;
2786
0
    for (const char* p = base + old_size; (p = (const char*)memchr(p, '\n', base_end - p)) != 0; )
2787
0
        if (++p < base_end) // Don't push a trailing offset on last \n
2788
0
            LineOffsets.push_back((int)(intptr_t)(p - base));
2789
0
    EndOffset = ImMax(EndOffset, new_size);
2790
0
}
2791
2792
//-----------------------------------------------------------------------------
2793
// [SECTION] ImGuiListClipper
2794
//-----------------------------------------------------------------------------
2795
2796
// FIXME-TABLE: This prevents us from using ImGuiListClipper _inside_ a table cell.
2797
// The problem we have is that without a Begin/End scheme for rows using the clipper is ambiguous.
2798
static bool GetSkipItemForListClipping()
2799
0
{
2800
0
    ImGuiContext& g = *GImGui;
2801
0
    return (g.CurrentTable ? g.CurrentTable->HostSkipItems : g.CurrentWindow->SkipItems);
2802
0
}
2803
2804
static void ImGuiListClipper_SortAndFuseRanges(ImVector<ImGuiListClipperRange>& ranges, int offset = 0)
2805
0
{
2806
0
    if (ranges.Size - offset <= 1)
2807
0
        return;
2808
2809
    // Helper to order ranges and fuse them together if possible (bubble sort is fine as we are only sorting 2-3 entries)
2810
0
    for (int sort_end = ranges.Size - offset - 1; sort_end > 0; --sort_end)
2811
0
        for (int i = offset; i < sort_end + offset; ++i)
2812
0
            if (ranges[i].Min > ranges[i + 1].Min)
2813
0
                ImSwap(ranges[i], ranges[i + 1]);
2814
2815
    // Now fuse ranges together as much as possible.
2816
0
    for (int i = 1 + offset; i < ranges.Size; i++)
2817
0
    {
2818
0
        IM_ASSERT(!ranges[i].PosToIndexConvert && !ranges[i - 1].PosToIndexConvert);
2819
0
        if (ranges[i - 1].Max < ranges[i].Min)
2820
0
            continue;
2821
0
        ranges[i - 1].Min = ImMin(ranges[i - 1].Min, ranges[i].Min);
2822
0
        ranges[i - 1].Max = ImMax(ranges[i - 1].Max, ranges[i].Max);
2823
0
        ranges.erase(ranges.Data + i);
2824
0
        i--;
2825
0
    }
2826
0
}
2827
2828
static void ImGuiListClipper_SeekCursorAndSetupPrevLine(float pos_y, float line_height)
2829
0
{
2830
    // Set cursor position and a few other things so that SetScrollHereY() and Columns() can work when seeking cursor.
2831
    // FIXME: It is problematic that we have to do that here, because custom/equivalent end-user code would stumble on the same issue.
2832
    // The clipper should probably have a final step to display the last item in a regular manner, maybe with an opt-out flag for data sets which may have costly seek?
2833
0
    ImGuiContext& g = *GImGui;
2834
0
    ImGuiWindow* window = g.CurrentWindow;
2835
0
    float off_y = pos_y - window->DC.CursorPos.y;
2836
0
    window->DC.CursorPos.y = pos_y;
2837
0
    window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, pos_y - g.Style.ItemSpacing.y);
2838
0
    window->DC.CursorPosPrevLine.y = window->DC.CursorPos.y - line_height;  // Setting those fields so that SetScrollHereY() can properly function after the end of our clipper usage.
2839
0
    window->DC.PrevLineSize.y = (line_height - g.Style.ItemSpacing.y);      // If we end up needing more accurate data (to e.g. use SameLine) we may as well make the clipper have a fourth step to let user process and display the last item in their list.
2840
0
    if (ImGuiOldColumns* columns = window->DC.CurrentColumns)
2841
0
        columns->LineMinY = window->DC.CursorPos.y;                         // Setting this so that cell Y position are set properly
2842
0
    if (ImGuiTable* table = g.CurrentTable)
2843
0
    {
2844
0
        if (table->IsInsideRow)
2845
0
            ImGui::TableEndRow(table);
2846
0
        table->RowPosY2 = window->DC.CursorPos.y;
2847
0
        const int row_increase = (int)((off_y / line_height) + 0.5f);
2848
        //table->CurrentRow += row_increase; // Can't do without fixing TableEndRow()
2849
0
        table->RowBgColorCounter += row_increase;
2850
0
    }
2851
0
}
2852
2853
static void ImGuiListClipper_SeekCursorForItem(ImGuiListClipper* clipper, int item_n)
2854
0
{
2855
    // StartPosY starts from ItemsFrozen hence the subtraction
2856
    // Perform the add and multiply with double to allow seeking through larger ranges
2857
0
    ImGuiListClipperData* data = (ImGuiListClipperData*)clipper->TempData;
2858
0
    float pos_y = (float)((double)clipper->StartPosY + data->LossynessOffset + (double)(item_n - data->ItemsFrozen) * clipper->ItemsHeight);
2859
0
    ImGuiListClipper_SeekCursorAndSetupPrevLine(pos_y, clipper->ItemsHeight);
2860
0
}
2861
2862
ImGuiListClipper::ImGuiListClipper()
2863
0
{
2864
0
    memset(this, 0, sizeof(*this));
2865
0
}
2866
2867
ImGuiListClipper::~ImGuiListClipper()
2868
0
{
2869
0
    End();
2870
0
}
2871
2872
void ImGuiListClipper::Begin(int items_count, float items_height)
2873
0
{
2874
0
    if (Ctx == NULL)
2875
0
        Ctx = ImGui::GetCurrentContext();
2876
2877
0
    ImGuiContext& g = *Ctx;
2878
0
    ImGuiWindow* window = g.CurrentWindow;
2879
0
    IMGUI_DEBUG_LOG_CLIPPER("Clipper: Begin(%d,%.2f) in '%s'\n", items_count, items_height, window->Name);
2880
2881
0
    if (ImGuiTable* table = g.CurrentTable)
2882
0
        if (table->IsInsideRow)
2883
0
            ImGui::TableEndRow(table);
2884
2885
0
    StartPosY = window->DC.CursorPos.y;
2886
0
    ItemsHeight = items_height;
2887
0
    ItemsCount = items_count;
2888
0
    DisplayStart = -1;
2889
0
    DisplayEnd = 0;
2890
2891
    // Acquire temporary buffer
2892
0
    if (++g.ClipperTempDataStacked > g.ClipperTempData.Size)
2893
0
        g.ClipperTempData.resize(g.ClipperTempDataStacked, ImGuiListClipperData());
2894
0
    ImGuiListClipperData* data = &g.ClipperTempData[g.ClipperTempDataStacked - 1];
2895
0
    data->Reset(this);
2896
0
    data->LossynessOffset = window->DC.CursorStartPosLossyness.y;
2897
0
    TempData = data;
2898
0
}
2899
2900
void ImGuiListClipper::End()
2901
0
{
2902
0
    if (ImGuiListClipperData* data = (ImGuiListClipperData*)TempData)
2903
0
    {
2904
        // In theory here we should assert that we are already at the right position, but it seems saner to just seek at the end and not assert/crash the user.
2905
0
        ImGuiContext& g = *Ctx;
2906
0
        IMGUI_DEBUG_LOG_CLIPPER("Clipper: End() in '%s'\n", g.CurrentWindow->Name);
2907
0
        if (ItemsCount >= 0 && ItemsCount < INT_MAX && DisplayStart >= 0)
2908
0
            ImGuiListClipper_SeekCursorForItem(this, ItemsCount);
2909
2910
        // Restore temporary buffer and fix back pointers which may be invalidated when nesting
2911
0
        IM_ASSERT(data->ListClipper == this);
2912
0
        data->StepNo = data->Ranges.Size;
2913
0
        if (--g.ClipperTempDataStacked > 0)
2914
0
        {
2915
0
            data = &g.ClipperTempData[g.ClipperTempDataStacked - 1];
2916
0
            data->ListClipper->TempData = data;
2917
0
        }
2918
0
        TempData = NULL;
2919
0
    }
2920
0
    ItemsCount = -1;
2921
0
}
2922
2923
void ImGuiListClipper::IncludeItemsByIndex(int item_begin, int item_end)
2924
0
{
2925
0
    ImGuiListClipperData* data = (ImGuiListClipperData*)TempData;
2926
0
    IM_ASSERT(DisplayStart < 0); // Only allowed after Begin() and if there has not been a specified range yet.
2927
0
    IM_ASSERT(item_begin <= item_end);
2928
0
    if (item_begin < item_end)
2929
0
        data->Ranges.push_back(ImGuiListClipperRange::FromIndices(item_begin, item_end));
2930
0
}
2931
2932
static bool ImGuiListClipper_StepInternal(ImGuiListClipper* clipper)
2933
0
{
2934
0
    ImGuiContext& g = *clipper->Ctx;
2935
0
    ImGuiWindow* window = g.CurrentWindow;
2936
0
    ImGuiListClipperData* data = (ImGuiListClipperData*)clipper->TempData;
2937
0
    IM_ASSERT(data != NULL && "Called ImGuiListClipper::Step() too many times, or before ImGuiListClipper::Begin() ?");
2938
2939
0
    ImGuiTable* table = g.CurrentTable;
2940
0
    if (table && table->IsInsideRow)
2941
0
        ImGui::TableEndRow(table);
2942
2943
    // No items
2944
0
    if (clipper->ItemsCount == 0 || GetSkipItemForListClipping())
2945
0
        return false;
2946
2947
    // While we are in frozen row state, keep displaying items one by one, unclipped
2948
    // FIXME: Could be stored as a table-agnostic state.
2949
0
    if (data->StepNo == 0 && table != NULL && !table->IsUnfrozenRows)
2950
0
    {
2951
0
        clipper->DisplayStart = data->ItemsFrozen;
2952
0
        clipper->DisplayEnd = ImMin(data->ItemsFrozen + 1, clipper->ItemsCount);
2953
0
        if (clipper->DisplayStart < clipper->DisplayEnd)
2954
0
            data->ItemsFrozen++;
2955
0
        return true;
2956
0
    }
2957
2958
    // Step 0: Let you process the first element (regardless of it being visible or not, so we can measure the element height)
2959
0
    bool calc_clipping = false;
2960
0
    if (data->StepNo == 0)
2961
0
    {
2962
0
        clipper->StartPosY = window->DC.CursorPos.y;
2963
0
        if (clipper->ItemsHeight <= 0.0f)
2964
0
        {
2965
            // Submit the first item (or range) so we can measure its height (generally the first range is 0..1)
2966
0
            data->Ranges.push_front(ImGuiListClipperRange::FromIndices(data->ItemsFrozen, data->ItemsFrozen + 1));
2967
0
            clipper->DisplayStart = ImMax(data->Ranges[0].Min, data->ItemsFrozen);
2968
0
            clipper->DisplayEnd = ImMin(data->Ranges[0].Max, clipper->ItemsCount);
2969
0
            data->StepNo = 1;
2970
0
            return true;
2971
0
        }
2972
0
        calc_clipping = true;   // If on the first step with known item height, calculate clipping.
2973
0
    }
2974
2975
    // Step 1: Let the clipper infer height from first range
2976
0
    if (clipper->ItemsHeight <= 0.0f)
2977
0
    {
2978
0
        IM_ASSERT(data->StepNo == 1);
2979
0
        if (table)
2980
0
            IM_ASSERT(table->RowPosY1 == clipper->StartPosY && table->RowPosY2 == window->DC.CursorPos.y);
2981
2982
0
        clipper->ItemsHeight = (window->DC.CursorPos.y - clipper->StartPosY) / (float)(clipper->DisplayEnd - clipper->DisplayStart);
2983
0
        bool affected_by_floating_point_precision = ImIsFloatAboveGuaranteedIntegerPrecision(clipper->StartPosY) || ImIsFloatAboveGuaranteedIntegerPrecision(window->DC.CursorPos.y);
2984
0
        if (affected_by_floating_point_precision)
2985
0
            clipper->ItemsHeight = window->DC.PrevLineSize.y + g.Style.ItemSpacing.y; // FIXME: Technically wouldn't allow multi-line entries.
2986
2987
0
        IM_ASSERT(clipper->ItemsHeight > 0.0f && "Unable to calculate item height! First item hasn't moved the cursor vertically!");
2988
0
        calc_clipping = true;   // If item height had to be calculated, calculate clipping afterwards.
2989
0
    }
2990
2991
    // Step 0 or 1: Calculate the actual ranges of visible elements.
2992
0
    const int already_submitted = clipper->DisplayEnd;
2993
0
    if (calc_clipping)
2994
0
    {
2995
0
        if (g.LogEnabled)
2996
0
        {
2997
            // If logging is active, do not perform any clipping
2998
0
            data->Ranges.push_back(ImGuiListClipperRange::FromIndices(0, clipper->ItemsCount));
2999
0
        }
3000
0
        else
3001
0
        {
3002
            // Add range selected to be included for navigation
3003
0
            const bool is_nav_request = (g.NavMoveScoringItems && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav);
3004
0
            if (is_nav_request)
3005
0
                data->Ranges.push_back(ImGuiListClipperRange::FromPositions(g.NavScoringNoClipRect.Min.y, g.NavScoringNoClipRect.Max.y, 0, 0));
3006
0
            if (is_nav_request && (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) && g.NavTabbingDir == -1)
3007
0
                data->Ranges.push_back(ImGuiListClipperRange::FromIndices(clipper->ItemsCount - 1, clipper->ItemsCount));
3008
3009
            // Add focused/active item
3010
0
            ImRect nav_rect_abs = ImGui::WindowRectRelToAbs(window, window->NavRectRel[0]);
3011
0
            if (g.NavId != 0 && window->NavLastIds[0] == g.NavId)
3012
0
                data->Ranges.push_back(ImGuiListClipperRange::FromPositions(nav_rect_abs.Min.y, nav_rect_abs.Max.y, 0, 0));
3013
3014
            // Add visible range
3015
0
            const int off_min = (is_nav_request && g.NavMoveClipDir == ImGuiDir_Up) ? -1 : 0;
3016
0
            const int off_max = (is_nav_request && g.NavMoveClipDir == ImGuiDir_Down) ? 1 : 0;
3017
0
            data->Ranges.push_back(ImGuiListClipperRange::FromPositions(window->ClipRect.Min.y, window->ClipRect.Max.y, off_min, off_max));
3018
0
        }
3019
3020
        // Convert position ranges to item index ranges
3021
        // - Very important: when a starting position is after our maximum item, we set Min to (ItemsCount - 1). This allows us to handle most forms of wrapping.
3022
        // - Due to how Selectable extra padding they tend to be "unaligned" with exact unit in the item list,
3023
        //   which with the flooring/ceiling tend to lead to 2 items instead of one being submitted.
3024
0
        for (ImGuiListClipperRange& range : data->Ranges)
3025
0
            if (range.PosToIndexConvert)
3026
0
            {
3027
0
                int m1 = (int)(((double)range.Min - window->DC.CursorPos.y - data->LossynessOffset) / clipper->ItemsHeight);
3028
0
                int m2 = (int)((((double)range.Max - window->DC.CursorPos.y - data->LossynessOffset) / clipper->ItemsHeight) + 0.999999f);
3029
0
                range.Min = ImClamp(already_submitted + m1 + range.PosToIndexOffsetMin, already_submitted, clipper->ItemsCount - 1);
3030
0
                range.Max = ImClamp(already_submitted + m2 + range.PosToIndexOffsetMax, range.Min + 1, clipper->ItemsCount);
3031
0
                range.PosToIndexConvert = false;
3032
0
            }
3033
0
        ImGuiListClipper_SortAndFuseRanges(data->Ranges, data->StepNo);
3034
0
    }
3035
3036
    // Step 0+ (if item height is given in advance) or 1+: Display the next range in line.
3037
0
    while (data->StepNo < data->Ranges.Size)
3038
0
    {
3039
0
        clipper->DisplayStart = ImMax(data->Ranges[data->StepNo].Min, already_submitted);
3040
0
        clipper->DisplayEnd = ImMin(data->Ranges[data->StepNo].Max, clipper->ItemsCount);
3041
0
        if (clipper->DisplayStart > already_submitted) //-V1051
3042
0
            ImGuiListClipper_SeekCursorForItem(clipper, clipper->DisplayStart);
3043
0
        data->StepNo++;
3044
0
        if (clipper->DisplayStart == clipper->DisplayEnd && data->StepNo < data->Ranges.Size)
3045
0
            continue;
3046
0
        return true;
3047
0
    }
3048
3049
    // After the last step: Let the clipper validate that we have reached the expected Y position (corresponding to element DisplayEnd),
3050
    // Advance the cursor to the end of the list and then returns 'false' to end the loop.
3051
0
    if (clipper->ItemsCount < INT_MAX)
3052
0
        ImGuiListClipper_SeekCursorForItem(clipper, clipper->ItemsCount);
3053
3054
0
    return false;
3055
0
}
3056
3057
bool ImGuiListClipper::Step()
3058
0
{
3059
0
    ImGuiContext& g = *Ctx;
3060
0
    bool need_items_height = (ItemsHeight <= 0.0f);
3061
0
    bool ret = ImGuiListClipper_StepInternal(this);
3062
0
    if (ret && (DisplayStart == DisplayEnd))
3063
0
        ret = false;
3064
0
    if (g.CurrentTable && g.CurrentTable->IsUnfrozenRows == false)
3065
0
        IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): inside frozen table row.\n");
3066
0
    if (need_items_height && ItemsHeight > 0.0f)
3067
0
        IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): computed ItemsHeight: %.2f.\n", ItemsHeight);
3068
0
    if (ret)
3069
0
    {
3070
0
        IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): display %d to %d.\n", DisplayStart, DisplayEnd);
3071
0
    }
3072
0
    else
3073
0
    {
3074
0
        IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): End.\n");
3075
0
        End();
3076
0
    }
3077
0
    return ret;
3078
0
}
3079
3080
//-----------------------------------------------------------------------------
3081
// [SECTION] STYLING
3082
//-----------------------------------------------------------------------------
3083
3084
ImGuiStyle& ImGui::GetStyle()
3085
0
{
3086
0
    IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?");
3087
0
    return GImGui->Style;
3088
0
}
3089
3090
ImU32 ImGui::GetColorU32(ImGuiCol idx, float alpha_mul)
3091
0
{
3092
0
    ImGuiStyle& style = GImGui->Style;
3093
0
    ImVec4 c = style.Colors[idx];
3094
0
    c.w *= style.Alpha * alpha_mul;
3095
0
    return ColorConvertFloat4ToU32(c);
3096
0
}
3097
3098
ImU32 ImGui::GetColorU32(const ImVec4& col)
3099
0
{
3100
0
    ImGuiStyle& style = GImGui->Style;
3101
0
    ImVec4 c = col;
3102
0
    c.w *= style.Alpha;
3103
0
    return ColorConvertFloat4ToU32(c);
3104
0
}
3105
3106
const ImVec4& ImGui::GetStyleColorVec4(ImGuiCol idx)
3107
0
{
3108
0
    ImGuiStyle& style = GImGui->Style;
3109
0
    return style.Colors[idx];
3110
0
}
3111
3112
ImU32 ImGui::GetColorU32(ImU32 col, float alpha_mul)
3113
0
{
3114
0
    ImGuiStyle& style = GImGui->Style;
3115
0
    alpha_mul *= style.Alpha;
3116
0
    if (alpha_mul >= 1.0f)
3117
0
        return col;
3118
0
    ImU32 a = (col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT;
3119
0
    a = (ImU32)(a * alpha_mul); // We don't need to clamp 0..255 because alpha is in 0..1 range.
3120
0
    return (col & ~IM_COL32_A_MASK) | (a << IM_COL32_A_SHIFT);
3121
0
}
3122
3123
// FIXME: This may incur a round-trip (if the end user got their data from a float4) but eventually we aim to store the in-flight colors as ImU32
3124
void ImGui::PushStyleColor(ImGuiCol idx, ImU32 col)
3125
0
{
3126
0
    ImGuiContext& g = *GImGui;
3127
0
    ImGuiColorMod backup;
3128
0
    backup.Col = idx;
3129
0
    backup.BackupValue = g.Style.Colors[idx];
3130
0
    g.ColorStack.push_back(backup);
3131
0
    if (g.DebugFlashStyleColorIdx != idx)
3132
0
        g.Style.Colors[idx] = ColorConvertU32ToFloat4(col);
3133
0
}
3134
3135
void ImGui::PushStyleColor(ImGuiCol idx, const ImVec4& col)
3136
0
{
3137
0
    ImGuiContext& g = *GImGui;
3138
0
    ImGuiColorMod backup;
3139
0
    backup.Col = idx;
3140
0
    backup.BackupValue = g.Style.Colors[idx];
3141
0
    g.ColorStack.push_back(backup);
3142
0
    if (g.DebugFlashStyleColorIdx != idx)
3143
0
        g.Style.Colors[idx] = col;
3144
0
}
3145
3146
void ImGui::PopStyleColor(int count)
3147
0
{
3148
0
    ImGuiContext& g = *GImGui;
3149
0
    if (g.ColorStack.Size < count)
3150
0
    {
3151
0
        IM_ASSERT_USER_ERROR(g.ColorStack.Size > count, "Calling PopStyleColor() too many times!");
3152
0
        count = g.ColorStack.Size;
3153
0
    }
3154
0
    while (count > 0)
3155
0
    {
3156
0
        ImGuiColorMod& backup = g.ColorStack.back();
3157
0
        g.Style.Colors[backup.Col] = backup.BackupValue;
3158
0
        g.ColorStack.pop_back();
3159
0
        count--;
3160
0
    }
3161
0
}
3162
3163
static const ImGuiCol GWindowDockStyleColors[ImGuiWindowDockStyleCol_COUNT] =
3164
{
3165
    ImGuiCol_Text, ImGuiCol_Tab, ImGuiCol_TabHovered, ImGuiCol_TabActive, ImGuiCol_TabUnfocused, ImGuiCol_TabUnfocusedActive
3166
};
3167
3168
static const ImGuiDataVarInfo GStyleVarInfo[] =
3169
{
3170
    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, Alpha) },                 // ImGuiStyleVar_Alpha
3171
    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, DisabledAlpha) },         // ImGuiStyleVar_DisabledAlpha
3172
    { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, WindowPadding) },         // ImGuiStyleVar_WindowPadding
3173
    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, WindowRounding) },        // ImGuiStyleVar_WindowRounding
3174
    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, WindowBorderSize) },      // ImGuiStyleVar_WindowBorderSize
3175
    { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, WindowMinSize) },         // ImGuiStyleVar_WindowMinSize
3176
    { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, WindowTitleAlign) },      // ImGuiStyleVar_WindowTitleAlign
3177
    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, ChildRounding) },         // ImGuiStyleVar_ChildRounding
3178
    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, ChildBorderSize) },       // ImGuiStyleVar_ChildBorderSize
3179
    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, PopupRounding) },         // ImGuiStyleVar_PopupRounding
3180
    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, PopupBorderSize) },       // ImGuiStyleVar_PopupBorderSize
3181
    { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, FramePadding) },          // ImGuiStyleVar_FramePadding
3182
    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, FrameRounding) },         // ImGuiStyleVar_FrameRounding
3183
    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, FrameBorderSize) },       // ImGuiStyleVar_FrameBorderSize
3184
    { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, ItemSpacing) },           // ImGuiStyleVar_ItemSpacing
3185
    { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, ItemInnerSpacing) },      // ImGuiStyleVar_ItemInnerSpacing
3186
    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, IndentSpacing) },         // ImGuiStyleVar_IndentSpacing
3187
    { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, CellPadding) },           // ImGuiStyleVar_CellPadding
3188
    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, ScrollbarSize) },         // ImGuiStyleVar_ScrollbarSize
3189
    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, ScrollbarRounding) },     // ImGuiStyleVar_ScrollbarRounding
3190
    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, GrabMinSize) },           // ImGuiStyleVar_GrabMinSize
3191
    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, GrabRounding) },          // ImGuiStyleVar_GrabRounding
3192
    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, TabRounding) },           // ImGuiStyleVar_TabRounding
3193
    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, TabBarBorderSize) },      // ImGuiStyleVar_TabBarBorderSize
3194
    { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, ButtonTextAlign) },       // ImGuiStyleVar_ButtonTextAlign
3195
    { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, SelectableTextAlign) },   // ImGuiStyleVar_SelectableTextAlign
3196
    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, SeparatorTextBorderSize) },// ImGuiStyleVar_SeparatorTextBorderSize
3197
    { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, SeparatorTextAlign) },    // ImGuiStyleVar_SeparatorTextAlign
3198
    { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, SeparatorTextPadding) },  // ImGuiStyleVar_SeparatorTextPadding
3199
    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, DockingSeparatorSize) },  // ImGuiStyleVar_DockingSeparatorSize
3200
};
3201
3202
const ImGuiDataVarInfo* ImGui::GetStyleVarInfo(ImGuiStyleVar idx)
3203
0
{
3204
0
    IM_ASSERT(idx >= 0 && idx < ImGuiStyleVar_COUNT);
3205
0
    IM_STATIC_ASSERT(IM_ARRAYSIZE(GStyleVarInfo) == ImGuiStyleVar_COUNT);
3206
0
    return &GStyleVarInfo[idx];
3207
0
}
3208
3209
void ImGui::PushStyleVar(ImGuiStyleVar idx, float val)
3210
0
{
3211
0
    ImGuiContext& g = *GImGui;
3212
0
    const ImGuiDataVarInfo* var_info = GetStyleVarInfo(idx);
3213
0
    if (var_info->Type == ImGuiDataType_Float && var_info->Count == 1)
3214
0
    {
3215
0
        float* pvar = (float*)var_info->GetVarPtr(&g.Style);
3216
0
        g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar));
3217
0
        *pvar = val;
3218
0
        return;
3219
0
    }
3220
0
    IM_ASSERT_USER_ERROR(0, "Calling PushStyleVar() variant with wrong type!");
3221
0
}
3222
3223
void ImGui::PushStyleVar(ImGuiStyleVar idx, const ImVec2& val)
3224
0
{
3225
0
    ImGuiContext& g = *GImGui;
3226
0
    const ImGuiDataVarInfo* var_info = GetStyleVarInfo(idx);
3227
0
    if (var_info->Type == ImGuiDataType_Float && var_info->Count == 2)
3228
0
    {
3229
0
        ImVec2* pvar = (ImVec2*)var_info->GetVarPtr(&g.Style);
3230
0
        g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar));
3231
0
        *pvar = val;
3232
0
        return;
3233
0
    }
3234
0
    IM_ASSERT_USER_ERROR(0, "Calling PushStyleVar() variant with wrong type!");
3235
0
}
3236
3237
void ImGui::PopStyleVar(int count)
3238
0
{
3239
0
    ImGuiContext& g = *GImGui;
3240
0
    if (g.StyleVarStack.Size < count)
3241
0
    {
3242
0
        IM_ASSERT_USER_ERROR(g.StyleVarStack.Size > count, "Calling PopStyleVar() too many times!");
3243
0
        count = g.StyleVarStack.Size;
3244
0
    }
3245
0
    while (count > 0)
3246
0
    {
3247
        // We avoid a generic memcpy(data, &backup.Backup.., GDataTypeSize[info->Type] * info->Count), the overhead in Debug is not worth it.
3248
0
        ImGuiStyleMod& backup = g.StyleVarStack.back();
3249
0
        const ImGuiDataVarInfo* info = GetStyleVarInfo(backup.VarIdx);
3250
0
        void* data = info->GetVarPtr(&g.Style);
3251
0
        if (info->Type == ImGuiDataType_Float && info->Count == 1)      { ((float*)data)[0] = backup.BackupFloat[0]; }
3252
0
        else if (info->Type == ImGuiDataType_Float && info->Count == 2) { ((float*)data)[0] = backup.BackupFloat[0]; ((float*)data)[1] = backup.BackupFloat[1]; }
3253
0
        g.StyleVarStack.pop_back();
3254
0
        count--;
3255
0
    }
3256
0
}
3257
3258
const char* ImGui::GetStyleColorName(ImGuiCol idx)
3259
0
{
3260
    // Create switch-case from enum with regexp: ImGuiCol_{.*}, --> case ImGuiCol_\1: return "\1";
3261
0
    switch (idx)
3262
0
    {
3263
0
    case ImGuiCol_Text: return "Text";
3264
0
    case ImGuiCol_TextDisabled: return "TextDisabled";
3265
0
    case ImGuiCol_WindowBg: return "WindowBg";
3266
0
    case ImGuiCol_ChildBg: return "ChildBg";
3267
0
    case ImGuiCol_PopupBg: return "PopupBg";
3268
0
    case ImGuiCol_Border: return "Border";
3269
0
    case ImGuiCol_BorderShadow: return "BorderShadow";
3270
0
    case ImGuiCol_FrameBg: return "FrameBg";
3271
0
    case ImGuiCol_FrameBgHovered: return "FrameBgHovered";
3272
0
    case ImGuiCol_FrameBgActive: return "FrameBgActive";
3273
0
    case ImGuiCol_TitleBg: return "TitleBg";
3274
0
    case ImGuiCol_TitleBgActive: return "TitleBgActive";
3275
0
    case ImGuiCol_TitleBgCollapsed: return "TitleBgCollapsed";
3276
0
    case ImGuiCol_MenuBarBg: return "MenuBarBg";
3277
0
    case ImGuiCol_ScrollbarBg: return "ScrollbarBg";
3278
0
    case ImGuiCol_ScrollbarGrab: return "ScrollbarGrab";
3279
0
    case ImGuiCol_ScrollbarGrabHovered: return "ScrollbarGrabHovered";
3280
0
    case ImGuiCol_ScrollbarGrabActive: return "ScrollbarGrabActive";
3281
0
    case ImGuiCol_CheckMark: return "CheckMark";
3282
0
    case ImGuiCol_SliderGrab: return "SliderGrab";
3283
0
    case ImGuiCol_SliderGrabActive: return "SliderGrabActive";
3284
0
    case ImGuiCol_Button: return "Button";
3285
0
    case ImGuiCol_ButtonHovered: return "ButtonHovered";
3286
0
    case ImGuiCol_ButtonActive: return "ButtonActive";
3287
0
    case ImGuiCol_Header: return "Header";
3288
0
    case ImGuiCol_HeaderHovered: return "HeaderHovered";
3289
0
    case ImGuiCol_HeaderActive: return "HeaderActive";
3290
0
    case ImGuiCol_Separator: return "Separator";
3291
0
    case ImGuiCol_SeparatorHovered: return "SeparatorHovered";
3292
0
    case ImGuiCol_SeparatorActive: return "SeparatorActive";
3293
0
    case ImGuiCol_ResizeGrip: return "ResizeGrip";
3294
0
    case ImGuiCol_ResizeGripHovered: return "ResizeGripHovered";
3295
0
    case ImGuiCol_ResizeGripActive: return "ResizeGripActive";
3296
0
    case ImGuiCol_Tab: return "Tab";
3297
0
    case ImGuiCol_TabHovered: return "TabHovered";
3298
0
    case ImGuiCol_TabActive: return "TabActive";
3299
0
    case ImGuiCol_TabUnfocused: return "TabUnfocused";
3300
0
    case ImGuiCol_TabUnfocusedActive: return "TabUnfocusedActive";
3301
0
    case ImGuiCol_DockingPreview: return "DockingPreview";
3302
0
    case ImGuiCol_DockingEmptyBg: return "DockingEmptyBg";
3303
0
    case ImGuiCol_PlotLines: return "PlotLines";
3304
0
    case ImGuiCol_PlotLinesHovered: return "PlotLinesHovered";
3305
0
    case ImGuiCol_PlotHistogram: return "PlotHistogram";
3306
0
    case ImGuiCol_PlotHistogramHovered: return "PlotHistogramHovered";
3307
0
    case ImGuiCol_TableHeaderBg: return "TableHeaderBg";
3308
0
    case ImGuiCol_TableBorderStrong: return "TableBorderStrong";
3309
0
    case ImGuiCol_TableBorderLight: return "TableBorderLight";
3310
0
    case ImGuiCol_TableRowBg: return "TableRowBg";
3311
0
    case ImGuiCol_TableRowBgAlt: return "TableRowBgAlt";
3312
0
    case ImGuiCol_TextSelectedBg: return "TextSelectedBg";
3313
0
    case ImGuiCol_DragDropTarget: return "DragDropTarget";
3314
0
    case ImGuiCol_NavHighlight: return "NavHighlight";
3315
0
    case ImGuiCol_NavWindowingHighlight: return "NavWindowingHighlight";
3316
0
    case ImGuiCol_NavWindowingDimBg: return "NavWindowingDimBg";
3317
0
    case ImGuiCol_ModalWindowDimBg: return "ModalWindowDimBg";
3318
0
    }
3319
0
    IM_ASSERT(0);
3320
0
    return "Unknown";
3321
0
}
3322
3323
3324
//-----------------------------------------------------------------------------
3325
// [SECTION] RENDER HELPERS
3326
// Some of those (internal) functions are currently quite a legacy mess - their signature and behavior will change,
3327
// we need a nicer separation between low-level functions and high-level functions relying on the ImGui context.
3328
// Also see imgui_draw.cpp for some more which have been reworked to not rely on ImGui:: context.
3329
//-----------------------------------------------------------------------------
3330
3331
const char* ImGui::FindRenderedTextEnd(const char* text, const char* text_end)
3332
0
{
3333
0
    const char* text_display_end = text;
3334
0
    if (!text_end)
3335
0
        text_end = (const char*)-1;
3336
3337
0
    while (text_display_end < text_end && *text_display_end != '\0' && (text_display_end[0] != '#' || text_display_end[1] != '#'))
3338
0
        text_display_end++;
3339
0
    return text_display_end;
3340
0
}
3341
3342
// Internal ImGui functions to render text
3343
// RenderText***() functions calls ImDrawList::AddText() calls ImBitmapFont::RenderText()
3344
void ImGui::RenderText(ImVec2 pos, const char* text, const char* text_end, bool hide_text_after_hash)
3345
0
{
3346
0
    ImGuiContext& g = *GImGui;
3347
0
    ImGuiWindow* window = g.CurrentWindow;
3348
3349
    // Hide anything after a '##' string
3350
0
    const char* text_display_end;
3351
0
    if (hide_text_after_hash)
3352
0
    {
3353
0
        text_display_end = FindRenderedTextEnd(text, text_end);
3354
0
    }
3355
0
    else
3356
0
    {
3357
0
        if (!text_end)
3358
0
            text_end = text + strlen(text); // FIXME-OPT
3359
0
        text_display_end = text_end;
3360
0
    }
3361
3362
0
    if (text != text_display_end)
3363
0
    {
3364
0
        window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_display_end);
3365
0
        if (g.LogEnabled)
3366
0
            LogRenderedText(&pos, text, text_display_end);
3367
0
    }
3368
0
}
3369
3370
void ImGui::RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end, float wrap_width)
3371
0
{
3372
0
    ImGuiContext& g = *GImGui;
3373
0
    ImGuiWindow* window = g.CurrentWindow;
3374
3375
0
    if (!text_end)
3376
0
        text_end = text + strlen(text); // FIXME-OPT
3377
3378
0
    if (text != text_end)
3379
0
    {
3380
0
        window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_end, wrap_width);
3381
0
        if (g.LogEnabled)
3382
0
            LogRenderedText(&pos, text, text_end);
3383
0
    }
3384
0
}
3385
3386
// Default clip_rect uses (pos_min,pos_max)
3387
// Handle clipping on CPU immediately (vs typically let the GPU clip the triangles that are overlapping the clipping rectangle edges)
3388
// FIXME-OPT: Since we have or calculate text_size we could coarse clip whole block immediately, especally for text above draw_list->DrawList.
3389
// Effectively as this is called from widget doing their own coarse clipping it's not very valuable presently. Next time function will take
3390
// better advantage of the render function taking size into account for coarse clipping.
3391
void ImGui::RenderTextClippedEx(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_display_end, const ImVec2* text_size_if_known, const ImVec2& align, const ImRect* clip_rect)
3392
0
{
3393
    // Perform CPU side clipping for single clipped element to avoid using scissor state
3394
0
    ImVec2 pos = pos_min;
3395
0
    const ImVec2 text_size = text_size_if_known ? *text_size_if_known : CalcTextSize(text, text_display_end, false, 0.0f);
3396
3397
0
    const ImVec2* clip_min = clip_rect ? &clip_rect->Min : &pos_min;
3398
0
    const ImVec2* clip_max = clip_rect ? &clip_rect->Max : &pos_max;
3399
0
    bool need_clipping = (pos.x + text_size.x >= clip_max->x) || (pos.y + text_size.y >= clip_max->y);
3400
0
    if (clip_rect) // If we had no explicit clipping rectangle then pos==clip_min
3401
0
        need_clipping |= (pos.x < clip_min->x) || (pos.y < clip_min->y);
3402
3403
    // Align whole block. We should defer that to the better rendering function when we'll have support for individual line alignment.
3404
0
    if (align.x > 0.0f) pos.x = ImMax(pos.x, pos.x + (pos_max.x - pos.x - text_size.x) * align.x);
3405
0
    if (align.y > 0.0f) pos.y = ImMax(pos.y, pos.y + (pos_max.y - pos.y - text_size.y) * align.y);
3406
3407
    // Render
3408
0
    if (need_clipping)
3409
0
    {
3410
0
        ImVec4 fine_clip_rect(clip_min->x, clip_min->y, clip_max->x, clip_max->y);
3411
0
        draw_list->AddText(NULL, 0.0f, pos, GetColorU32(ImGuiCol_Text), text, text_display_end, 0.0f, &fine_clip_rect);
3412
0
    }
3413
0
    else
3414
0
    {
3415
0
        draw_list->AddText(NULL, 0.0f, pos, GetColorU32(ImGuiCol_Text), text, text_display_end, 0.0f, NULL);
3416
0
    }
3417
0
}
3418
3419
void ImGui::RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align, const ImRect* clip_rect)
3420
0
{
3421
    // Hide anything after a '##' string
3422
0
    const char* text_display_end = FindRenderedTextEnd(text, text_end);
3423
0
    const int text_len = (int)(text_display_end - text);
3424
0
    if (text_len == 0)
3425
0
        return;
3426
3427
0
    ImGuiContext& g = *GImGui;
3428
0
    ImGuiWindow* window = g.CurrentWindow;
3429
0
    RenderTextClippedEx(window->DrawList, pos_min, pos_max, text, text_display_end, text_size_if_known, align, clip_rect);
3430
0
    if (g.LogEnabled)
3431
0
        LogRenderedText(&pos_min, text, text_display_end);
3432
0
}
3433
3434
// Another overly complex function until we reorganize everything into a nice all-in-one helper.
3435
// This is made more complex because we have dissociated the layout rectangle (pos_min..pos_max) which define _where_ the ellipsis is, from actual clipping of text and limit of the ellipsis display.
3436
// This is because in the context of tabs we selectively hide part of the text when the Close Button appears, but we don't want the ellipsis to move.
3437
void ImGui::RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, float clip_max_x, float ellipsis_max_x, const char* text, const char* text_end_full, const ImVec2* text_size_if_known)
3438
0
{
3439
0
    ImGuiContext& g = *GImGui;
3440
0
    if (text_end_full == NULL)
3441
0
        text_end_full = FindRenderedTextEnd(text);
3442
0
    const ImVec2 text_size = text_size_if_known ? *text_size_if_known : CalcTextSize(text, text_end_full, false, 0.0f);
3443
3444
    //draw_list->AddLine(ImVec2(pos_max.x, pos_min.y - 4), ImVec2(pos_max.x, pos_max.y + 4), IM_COL32(0, 0, 255, 255));
3445
    //draw_list->AddLine(ImVec2(ellipsis_max_x, pos_min.y-2), ImVec2(ellipsis_max_x, pos_max.y+2), IM_COL32(0, 255, 0, 255));
3446
    //draw_list->AddLine(ImVec2(clip_max_x, pos_min.y), ImVec2(clip_max_x, pos_max.y), IM_COL32(255, 0, 0, 255));
3447
    // FIXME: We could technically remove (last_glyph->AdvanceX - last_glyph->X1) from text_size.x here and save a few pixels.
3448
0
    if (text_size.x > pos_max.x - pos_min.x)
3449
0
    {
3450
        // Hello wo...
3451
        // |       |   |
3452
        // min   max   ellipsis_max
3453
        //          <-> this is generally some padding value
3454
3455
0
        const ImFont* font = draw_list->_Data->Font;
3456
0
        const float font_size = draw_list->_Data->FontSize;
3457
0
        const float font_scale = font_size / font->FontSize;
3458
0
        const char* text_end_ellipsis = NULL;
3459
0
        const float ellipsis_width = font->EllipsisWidth * font_scale;
3460
3461
        // We can now claim the space between pos_max.x and ellipsis_max.x
3462
0
        const float text_avail_width = ImMax((ImMax(pos_max.x, ellipsis_max_x) - ellipsis_width) - pos_min.x, 1.0f);
3463
0
        float text_size_clipped_x = font->CalcTextSizeA(font_size, text_avail_width, 0.0f, text, text_end_full, &text_end_ellipsis).x;
3464
0
        if (text == text_end_ellipsis && text_end_ellipsis < text_end_full)
3465
0
        {
3466
            // Always display at least 1 character if there's no room for character + ellipsis
3467
0
            text_end_ellipsis = text + ImTextCountUtf8BytesFromChar(text, text_end_full);
3468
0
            text_size_clipped_x = font->CalcTextSizeA(font_size, FLT_MAX, 0.0f, text, text_end_ellipsis).x;
3469
0
        }
3470
0
        while (text_end_ellipsis > text && ImCharIsBlankA(text_end_ellipsis[-1]))
3471
0
        {
3472
            // Trim trailing space before ellipsis (FIXME: Supporting non-ascii blanks would be nice, for this we need a function to backtrack in UTF-8 text)
3473
0
            text_end_ellipsis--;
3474
0
            text_size_clipped_x -= font->CalcTextSizeA(font_size, FLT_MAX, 0.0f, text_end_ellipsis, text_end_ellipsis + 1).x; // Ascii blanks are always 1 byte
3475
0
        }
3476
3477
        // Render text, render ellipsis
3478
0
        RenderTextClippedEx(draw_list, pos_min, ImVec2(clip_max_x, pos_max.y), text, text_end_ellipsis, &text_size, ImVec2(0.0f, 0.0f));
3479
0
        ImVec2 ellipsis_pos = ImTrunc(ImVec2(pos_min.x + text_size_clipped_x, pos_min.y));
3480
0
        if (ellipsis_pos.x + ellipsis_width <= ellipsis_max_x)
3481
0
            for (int i = 0; i < font->EllipsisCharCount; i++, ellipsis_pos.x += font->EllipsisCharStep * font_scale)
3482
0
                font->RenderChar(draw_list, font_size, ellipsis_pos, GetColorU32(ImGuiCol_Text), font->EllipsisChar);
3483
0
    }
3484
0
    else
3485
0
    {
3486
0
        RenderTextClippedEx(draw_list, pos_min, ImVec2(clip_max_x, pos_max.y), text, text_end_full, &text_size, ImVec2(0.0f, 0.0f));
3487
0
    }
3488
3489
0
    if (g.LogEnabled)
3490
0
        LogRenderedText(&pos_min, text, text_end_full);
3491
0
}
3492
3493
// Render a rectangle shaped with optional rounding and borders
3494
void ImGui::RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border, float rounding)
3495
0
{
3496
0
    ImGuiContext& g = *GImGui;
3497
0
    ImGuiWindow* window = g.CurrentWindow;
3498
0
    window->DrawList->AddRectFilled(p_min, p_max, fill_col, rounding);
3499
0
    const float border_size = g.Style.FrameBorderSize;
3500
0
    if (border && border_size > 0.0f)
3501
0
    {
3502
0
        window->DrawList->AddRect(p_min + ImVec2(1, 1), p_max + ImVec2(1, 1), GetColorU32(ImGuiCol_BorderShadow), rounding, 0, border_size);
3503
0
        window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, 0, border_size);
3504
0
    }
3505
0
}
3506
3507
void ImGui::RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding)
3508
0
{
3509
0
    ImGuiContext& g = *GImGui;
3510
0
    ImGuiWindow* window = g.CurrentWindow;
3511
0
    const float border_size = g.Style.FrameBorderSize;
3512
0
    if (border_size > 0.0f)
3513
0
    {
3514
0
        window->DrawList->AddRect(p_min + ImVec2(1, 1), p_max + ImVec2(1, 1), GetColorU32(ImGuiCol_BorderShadow), rounding, 0, border_size);
3515
0
        window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, 0, border_size);
3516
0
    }
3517
0
}
3518
3519
void ImGui::RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFlags flags)
3520
0
{
3521
0
    ImGuiContext& g = *GImGui;
3522
0
    if (id != g.NavId)
3523
0
        return;
3524
0
    if (g.NavDisableHighlight && !(flags & ImGuiNavHighlightFlags_AlwaysDraw))
3525
0
        return;
3526
0
    ImGuiWindow* window = g.CurrentWindow;
3527
0
    if (window->DC.NavHideHighlightOneFrame)
3528
0
        return;
3529
3530
0
    float rounding = (flags & ImGuiNavHighlightFlags_NoRounding) ? 0.0f : g.Style.FrameRounding;
3531
0
    ImRect display_rect = bb;
3532
0
    display_rect.ClipWith(window->ClipRect);
3533
0
    const float thickness = 2.0f;
3534
0
    if (flags & ImGuiNavHighlightFlags_Compact)
3535
0
    {
3536
0
        window->DrawList->AddRect(display_rect.Min, display_rect.Max, GetColorU32(ImGuiCol_NavHighlight), rounding, 0, thickness);
3537
0
    }
3538
0
    else
3539
0
    {
3540
0
        const float distance = 3.0f + thickness * 0.5f;
3541
0
        display_rect.Expand(ImVec2(distance, distance));
3542
0
        bool fully_visible = window->ClipRect.Contains(display_rect);
3543
0
        if (!fully_visible)
3544
0
            window->DrawList->PushClipRect(display_rect.Min, display_rect.Max);
3545
0
        window->DrawList->AddRect(display_rect.Min, display_rect.Max, GetColorU32(ImGuiCol_NavHighlight), rounding, 0, thickness);
3546
0
        if (!fully_visible)
3547
0
            window->DrawList->PopClipRect();
3548
0
    }
3549
0
}
3550
3551
void ImGui::RenderMouseCursor(ImVec2 base_pos, float base_scale, ImGuiMouseCursor mouse_cursor, ImU32 col_fill, ImU32 col_border, ImU32 col_shadow)
3552
0
{
3553
0
    ImGuiContext& g = *GImGui;
3554
0
    IM_ASSERT(mouse_cursor > ImGuiMouseCursor_None && mouse_cursor < ImGuiMouseCursor_COUNT);
3555
0
    ImFontAtlas* font_atlas = g.DrawListSharedData.Font->ContainerAtlas;
3556
0
    for (ImGuiViewportP* viewport : g.Viewports)
3557
0
    {
3558
        // We scale cursor with current viewport/monitor, however Windows 10 for its own hardware cursor seems to be using a different scale factor.
3559
0
        ImVec2 offset, size, uv[4];
3560
0
        if (!font_atlas->GetMouseCursorTexData(mouse_cursor, &offset, &size, &uv[0], &uv[2]))
3561
0
            continue;
3562
0
        const ImVec2 pos = base_pos - offset;
3563
0
        const float scale = base_scale * viewport->DpiScale;
3564
0
        if (!viewport->GetMainRect().Overlaps(ImRect(pos, pos + ImVec2(size.x + 2, size.y + 2) * scale)))
3565
0
            continue;
3566
0
        ImDrawList* draw_list = GetForegroundDrawList(viewport);
3567
0
        ImTextureID tex_id = font_atlas->TexID;
3568
0
        draw_list->PushTextureID(tex_id);
3569
0
        draw_list->AddImage(tex_id, pos + ImVec2(1, 0) * scale, pos + (ImVec2(1, 0) + size) * scale, uv[2], uv[3], col_shadow);
3570
0
        draw_list->AddImage(tex_id, pos + ImVec2(2, 0) * scale, pos + (ImVec2(2, 0) + size) * scale, uv[2], uv[3], col_shadow);
3571
0
        draw_list->AddImage(tex_id, pos,                        pos + size * scale,                  uv[2], uv[3], col_border);
3572
0
        draw_list->AddImage(tex_id, pos,                        pos + size * scale,                  uv[0], uv[1], col_fill);
3573
0
        draw_list->PopTextureID();
3574
0
    }
3575
0
}
3576
3577
//-----------------------------------------------------------------------------
3578
// [SECTION] INITIALIZATION, SHUTDOWN
3579
//-----------------------------------------------------------------------------
3580
3581
// Internal state access - if you want to share Dear ImGui state between modules (e.g. DLL) or allocate it yourself
3582
// Note that we still point to some static data and members (such as GFontAtlas), so the state instance you end up using will point to the static data within its module
3583
ImGuiContext* ImGui::GetCurrentContext()
3584
0
{
3585
0
    return GImGui;
3586
0
}
3587
3588
void ImGui::SetCurrentContext(ImGuiContext* ctx)
3589
0
{
3590
#ifdef IMGUI_SET_CURRENT_CONTEXT_FUNC
3591
    IMGUI_SET_CURRENT_CONTEXT_FUNC(ctx); // For custom thread-based hackery you may want to have control over this.
3592
#else
3593
0
    GImGui = ctx;
3594
0
#endif
3595
0
}
3596
3597
void ImGui::SetAllocatorFunctions(ImGuiMemAllocFunc alloc_func, ImGuiMemFreeFunc free_func, void* user_data)
3598
0
{
3599
0
    GImAllocatorAllocFunc = alloc_func;
3600
0
    GImAllocatorFreeFunc = free_func;
3601
0
    GImAllocatorUserData = user_data;
3602
0
}
3603
3604
// This is provided to facilitate copying allocators from one static/DLL boundary to another (e.g. retrieve default allocator of your executable address space)
3605
void ImGui::GetAllocatorFunctions(ImGuiMemAllocFunc* p_alloc_func, ImGuiMemFreeFunc* p_free_func, void** p_user_data)
3606
0
{
3607
0
    *p_alloc_func = GImAllocatorAllocFunc;
3608
0
    *p_free_func = GImAllocatorFreeFunc;
3609
0
    *p_user_data = GImAllocatorUserData;
3610
0
}
3611
3612
ImGuiContext* ImGui::CreateContext(ImFontAtlas* shared_font_atlas)
3613
0
{
3614
0
    ImGuiContext* prev_ctx = GetCurrentContext();
3615
0
    ImGuiContext* ctx = IM_NEW(ImGuiContext)(shared_font_atlas);
3616
0
    SetCurrentContext(ctx);
3617
0
    Initialize();
3618
0
    if (prev_ctx != NULL)
3619
0
        SetCurrentContext(prev_ctx); // Restore previous context if any, else keep new one.
3620
0
    return ctx;
3621
0
}
3622
3623
void ImGui::DestroyContext(ImGuiContext* ctx)
3624
0
{
3625
0
    ImGuiContext* prev_ctx = GetCurrentContext();
3626
0
    if (ctx == NULL) //-V1051
3627
0
        ctx = prev_ctx;
3628
0
    SetCurrentContext(ctx);
3629
0
    Shutdown();
3630
0
    SetCurrentContext((prev_ctx != ctx) ? prev_ctx : NULL);
3631
0
    IM_DELETE(ctx);
3632
0
}
3633
3634
// IMPORTANT: ###xxx suffixes must be same in ALL languages
3635
static const ImGuiLocEntry GLocalizationEntriesEnUS[] =
3636
{
3637
    { ImGuiLocKey_VersionStr,           "Dear ImGui " IMGUI_VERSION " (" IM_STRINGIFY(IMGUI_VERSION_NUM) ")" },
3638
    { ImGuiLocKey_TableSizeOne,         "Size column to fit###SizeOne"          },
3639
    { ImGuiLocKey_TableSizeAllFit,      "Size all columns to fit###SizeAll"     },
3640
    { ImGuiLocKey_TableSizeAllDefault,  "Size all columns to default###SizeAll" },
3641
    { ImGuiLocKey_TableResetOrder,      "Reset order###ResetOrder"              },
3642
    { ImGuiLocKey_WindowingMainMenuBar, "(Main menu bar)"                       },
3643
    { ImGuiLocKey_WindowingPopup,       "(Popup)"                               },
3644
    { ImGuiLocKey_WindowingUntitled,    "(Untitled)"                            },
3645
    { ImGuiLocKey_DockingHideTabBar,    "Hide tab bar###HideTabBar"             },
3646
    { ImGuiLocKey_DockingHoldShiftToDock,       "Hold SHIFT to enable Docking window."  },
3647
    { ImGuiLocKey_DockingDragToUndockOrMoveNode,"Click and drag to move or undock whole node."    },
3648
};
3649
3650
void ImGui::Initialize()
3651
0
{
3652
0
    ImGuiContext& g = *GImGui;
3653
0
    IM_ASSERT(!g.Initialized && !g.SettingsLoaded);
3654
3655
    // Add .ini handle for ImGuiWindow and ImGuiTable types
3656
0
    {
3657
0
        ImGuiSettingsHandler ini_handler;
3658
0
        ini_handler.TypeName = "Window";
3659
0
        ini_handler.TypeHash = ImHashStr("Window");
3660
0
        ini_handler.ClearAllFn = WindowSettingsHandler_ClearAll;
3661
0
        ini_handler.ReadOpenFn = WindowSettingsHandler_ReadOpen;
3662
0
        ini_handler.ReadLineFn = WindowSettingsHandler_ReadLine;
3663
0
        ini_handler.ApplyAllFn = WindowSettingsHandler_ApplyAll;
3664
0
        ini_handler.WriteAllFn = WindowSettingsHandler_WriteAll;
3665
0
        AddSettingsHandler(&ini_handler);
3666
0
    }
3667
0
    TableSettingsAddSettingsHandler();
3668
3669
    // Setup default localization table
3670
0
    LocalizeRegisterEntries(GLocalizationEntriesEnUS, IM_ARRAYSIZE(GLocalizationEntriesEnUS));
3671
3672
    // Setup default platform clipboard/IME handlers.
3673
0
    g.IO.GetClipboardTextFn = GetClipboardTextFn_DefaultImpl;    // Platform dependent default implementations
3674
0
    g.IO.SetClipboardTextFn = SetClipboardTextFn_DefaultImpl;
3675
0
    g.IO.ClipboardUserData = (void*)&g;                          // Default implementation use the ImGuiContext as user data (ideally those would be arguments to the function)
3676
0
    g.IO.SetPlatformImeDataFn = SetPlatformImeDataFn_DefaultImpl;
3677
3678
    // Create default viewport
3679
0
    ImGuiViewportP* viewport = IM_NEW(ImGuiViewportP)();
3680
0
    viewport->ID = IMGUI_VIEWPORT_DEFAULT_ID;
3681
0
    viewport->Idx = 0;
3682
0
    viewport->PlatformWindowCreated = true;
3683
0
    viewport->Flags = ImGuiViewportFlags_OwnedByApp;
3684
0
    g.Viewports.push_back(viewport);
3685
0
    g.TempBuffer.resize(1024 * 3 + 1, 0);
3686
0
    g.ViewportCreatedCount++;
3687
0
    g.PlatformIO.Viewports.push_back(g.Viewports[0]);
3688
3689
    // Build KeysMayBeCharInput[] lookup table (1 bool per named key)
3690
0
    for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1))
3691
0
        if ((key >= ImGuiKey_0 && key <= ImGuiKey_9) || (key >= ImGuiKey_A && key <= ImGuiKey_Z) || (key >= ImGuiKey_Keypad0 && key <= ImGuiKey_Keypad9)
3692
0
            || key == ImGuiKey_Tab || key == ImGuiKey_Space || key == ImGuiKey_Apostrophe || key == ImGuiKey_Comma || key == ImGuiKey_Minus || key == ImGuiKey_Period
3693
0
            || key == ImGuiKey_Slash || key == ImGuiKey_Semicolon || key == ImGuiKey_Equal || key == ImGuiKey_LeftBracket || key == ImGuiKey_RightBracket || key == ImGuiKey_GraveAccent
3694
0
            || key == ImGuiKey_KeypadDecimal || key == ImGuiKey_KeypadDivide || key == ImGuiKey_KeypadMultiply || key == ImGuiKey_KeypadSubtract || key == ImGuiKey_KeypadAdd || key == ImGuiKey_KeypadEqual)
3695
0
            g.KeysMayBeCharInput.SetBit(key);
3696
3697
0
#ifdef IMGUI_HAS_DOCK
3698
    // Initialize Docking
3699
0
    DockContextInitialize(&g);
3700
0
#endif
3701
3702
0
    g.Initialized = true;
3703
0
}
3704
3705
// This function is merely here to free heap allocations.
3706
void ImGui::Shutdown()
3707
0
{
3708
0
    ImGuiContext& g = *GImGui;
3709
0
    IM_ASSERT_USER_ERROR(g.IO.BackendPlatformUserData == NULL, "Forgot to shutdown Platform backend?");
3710
0
    IM_ASSERT_USER_ERROR(g.IO.BackendRendererUserData == NULL, "Forgot to shutdown Renderer backend?");
3711
3712
    // The fonts atlas can be used prior to calling NewFrame(), so we clear it even if g.Initialized is FALSE (which would happen if we never called NewFrame)
3713
0
    if (g.IO.Fonts && g.FontAtlasOwnedByContext)
3714
0
    {
3715
0
        g.IO.Fonts->Locked = false;
3716
0
        IM_DELETE(g.IO.Fonts);
3717
0
    }
3718
0
    g.IO.Fonts = NULL;
3719
0
    g.DrawListSharedData.TempBuffer.clear();
3720
3721
    // Cleanup of other data are conditional on actually having initialized Dear ImGui.
3722
0
    if (!g.Initialized)
3723
0
        return;
3724
3725
    // Save settings (unless we haven't attempted to load them: CreateContext/DestroyContext without a call to NewFrame shouldn't save an empty file)
3726
0
    if (g.SettingsLoaded && g.IO.IniFilename != NULL)
3727
0
        SaveIniSettingsToDisk(g.IO.IniFilename);
3728
3729
    // Destroy platform windows
3730
0
    DestroyPlatformWindows();
3731
3732
    // Shutdown extensions
3733
0
    DockContextShutdown(&g);
3734
3735
0
    CallContextHooks(&g, ImGuiContextHookType_Shutdown);
3736
3737
    // Clear everything else
3738
0
    g.Windows.clear_delete();
3739
0
    g.WindowsFocusOrder.clear();
3740
0
    g.WindowsTempSortBuffer.clear();
3741
0
    g.CurrentWindow = NULL;
3742
0
    g.CurrentWindowStack.clear();
3743
0
    g.WindowsById.Clear();
3744
0
    g.NavWindow = NULL;
3745
0
    g.HoveredWindow = g.HoveredWindowUnderMovingWindow = NULL;
3746
0
    g.ActiveIdWindow = g.ActiveIdPreviousFrameWindow = NULL;
3747
0
    g.MovingWindow = NULL;
3748
3749
0
    g.KeysRoutingTable.Clear();
3750
3751
0
    g.ColorStack.clear();
3752
0
    g.StyleVarStack.clear();
3753
0
    g.FontStack.clear();
3754
0
    g.OpenPopupStack.clear();
3755
0
    g.BeginPopupStack.clear();
3756
0
    g.NavTreeNodeStack.clear();
3757
3758
0
    g.CurrentViewport = g.MouseViewport = g.MouseLastHoveredViewport = NULL;
3759
0
    g.Viewports.clear_delete();
3760
3761
0
    g.TabBars.Clear();
3762
0
    g.CurrentTabBarStack.clear();
3763
0
    g.ShrinkWidthBuffer.clear();
3764
3765
0
    g.ClipperTempData.clear_destruct();
3766
3767
0
    g.Tables.Clear();
3768
0
    g.TablesTempData.clear_destruct();
3769
0
    g.DrawChannelsTempMergeBuffer.clear();
3770
3771
0
    g.ClipboardHandlerData.clear();
3772
0
    g.MenusIdSubmittedThisFrame.clear();
3773
0
    g.InputTextState.ClearFreeMemory();
3774
0
    g.InputTextDeactivatedState.ClearFreeMemory();
3775
3776
0
    g.SettingsWindows.clear();
3777
0
    g.SettingsHandlers.clear();
3778
3779
0
    if (g.LogFile)
3780
0
    {
3781
0
#ifndef IMGUI_DISABLE_TTY_FUNCTIONS
3782
0
        if (g.LogFile != stdout)
3783
0
#endif
3784
0
            ImFileClose(g.LogFile);
3785
0
        g.LogFile = NULL;
3786
0
    }
3787
0
    g.LogBuffer.clear();
3788
0
    g.DebugLogBuf.clear();
3789
0
    g.DebugLogIndex.clear();
3790
3791
0
    g.Initialized = false;
3792
0
}
3793
3794
// No specific ordering/dependency support, will see as needed
3795
ImGuiID ImGui::AddContextHook(ImGuiContext* ctx, const ImGuiContextHook* hook)
3796
0
{
3797
0
    ImGuiContext& g = *ctx;
3798
0
    IM_ASSERT(hook->Callback != NULL && hook->HookId == 0 && hook->Type != ImGuiContextHookType_PendingRemoval_);
3799
0
    g.Hooks.push_back(*hook);
3800
0
    g.Hooks.back().HookId = ++g.HookIdNext;
3801
0
    return g.HookIdNext;
3802
0
}
3803
3804
// Deferred removal, avoiding issue with changing vector while iterating it
3805
void ImGui::RemoveContextHook(ImGuiContext* ctx, ImGuiID hook_id)
3806
0
{
3807
0
    ImGuiContext& g = *ctx;
3808
0
    IM_ASSERT(hook_id != 0);
3809
0
    for (ImGuiContextHook& hook : g.Hooks)
3810
0
        if (hook.HookId == hook_id)
3811
0
            hook.Type = ImGuiContextHookType_PendingRemoval_;
3812
0
}
3813
3814
// Call context hooks (used by e.g. test engine)
3815
// We assume a small number of hooks so all stored in same array
3816
void ImGui::CallContextHooks(ImGuiContext* ctx, ImGuiContextHookType hook_type)
3817
0
{
3818
0
    ImGuiContext& g = *ctx;
3819
0
    for (ImGuiContextHook& hook : g.Hooks)
3820
0
        if (hook.Type == hook_type)
3821
0
            hook.Callback(&g, &hook);
3822
0
}
3823
3824
3825
//-----------------------------------------------------------------------------
3826
// [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!)
3827
//-----------------------------------------------------------------------------
3828
3829
// ImGuiWindow is mostly a dumb struct. It merely has a constructor and a few helper methods
3830
ImGuiWindow::ImGuiWindow(ImGuiContext* ctx, const char* name) : DrawListInst(NULL)
3831
0
{
3832
0
    memset(this, 0, sizeof(*this));
3833
0
    Ctx = ctx;
3834
0
    Name = ImStrdup(name);
3835
0
    NameBufLen = (int)strlen(name) + 1;
3836
0
    ID = ImHashStr(name);
3837
0
    IDStack.push_back(ID);
3838
0
    ViewportAllowPlatformMonitorExtend = -1;
3839
0
    ViewportPos = ImVec2(FLT_MAX, FLT_MAX);
3840
0
    MoveId = GetID("#MOVE");
3841
0
    TabId = GetID("#TAB");
3842
0
    ScrollTarget = ImVec2(FLT_MAX, FLT_MAX);
3843
0
    ScrollTargetCenterRatio = ImVec2(0.5f, 0.5f);
3844
0
    AutoFitFramesX = AutoFitFramesY = -1;
3845
0
    AutoPosLastDirection = ImGuiDir_None;
3846
0
    SetWindowPosAllowFlags = SetWindowSizeAllowFlags = SetWindowCollapsedAllowFlags = SetWindowDockAllowFlags = 0;
3847
0
    SetWindowPosVal = SetWindowPosPivot = ImVec2(FLT_MAX, FLT_MAX);
3848
0
    LastFrameActive = -1;
3849
0
    LastFrameJustFocused = -1;
3850
0
    LastTimeActive = -1.0f;
3851
0
    FontWindowScale = FontDpiScale = 1.0f;
3852
0
    SettingsOffset = -1;
3853
0
    DockOrder = -1;
3854
0
    DrawList = &DrawListInst;
3855
0
    DrawList->_Data = &Ctx->DrawListSharedData;
3856
0
    DrawList->_OwnerName = Name;
3857
0
    NavPreferredScoringPosRel[0] = NavPreferredScoringPosRel[1] = ImVec2(FLT_MAX, FLT_MAX);
3858
0
    IM_PLACEMENT_NEW(&WindowClass) ImGuiWindowClass();
3859
0
}
3860
3861
ImGuiWindow::~ImGuiWindow()
3862
0
{
3863
0
    IM_ASSERT(DrawList == &DrawListInst);
3864
0
    IM_DELETE(Name);
3865
0
    ColumnsStorage.clear_destruct();
3866
0
}
3867
3868
ImGuiID ImGuiWindow::GetID(const char* str, const char* str_end)
3869
0
{
3870
0
    ImGuiID seed = IDStack.back();
3871
0
    ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed);
3872
0
    ImGuiContext& g = *Ctx;
3873
0
    if (g.DebugHookIdInfo == id)
3874
0
        ImGui::DebugHookIdInfo(id, ImGuiDataType_String, str, str_end);
3875
0
    return id;
3876
0
}
3877
3878
ImGuiID ImGuiWindow::GetID(const void* ptr)
3879
0
{
3880
0
    ImGuiID seed = IDStack.back();
3881
0
    ImGuiID id = ImHashData(&ptr, sizeof(void*), seed);
3882
0
    ImGuiContext& g = *Ctx;
3883
0
    if (g.DebugHookIdInfo == id)
3884
0
        ImGui::DebugHookIdInfo(id, ImGuiDataType_Pointer, ptr, NULL);
3885
0
    return id;
3886
0
}
3887
3888
ImGuiID ImGuiWindow::GetID(int n)
3889
0
{
3890
0
    ImGuiID seed = IDStack.back();
3891
0
    ImGuiID id = ImHashData(&n, sizeof(n), seed);
3892
0
    ImGuiContext& g = *Ctx;
3893
0
    if (g.DebugHookIdInfo == id)
3894
0
        ImGui::DebugHookIdInfo(id, ImGuiDataType_S32, (void*)(intptr_t)n, NULL);
3895
0
    return id;
3896
0
}
3897
3898
// This is only used in rare/specific situations to manufacture an ID out of nowhere.
3899
ImGuiID ImGuiWindow::GetIDFromRectangle(const ImRect& r_abs)
3900
0
{
3901
0
    ImGuiID seed = IDStack.back();
3902
0
    ImRect r_rel = ImGui::WindowRectAbsToRel(this, r_abs);
3903
0
    ImGuiID id = ImHashData(&r_rel, sizeof(r_rel), seed);
3904
0
    return id;
3905
0
}
3906
3907
static void SetCurrentWindow(ImGuiWindow* window)
3908
0
{
3909
0
    ImGuiContext& g = *GImGui;
3910
0
    g.CurrentWindow = window;
3911
0
    g.CurrentTable = window && window->DC.CurrentTableIdx != -1 ? g.Tables.GetByIndex(window->DC.CurrentTableIdx) : NULL;
3912
0
    if (window)
3913
0
    {
3914
0
        g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize();
3915
0
        ImGui::NavUpdateCurrentWindowIsScrollPushableX();
3916
0
    }
3917
0
}
3918
3919
void ImGui::GcCompactTransientMiscBuffers()
3920
0
{
3921
0
    ImGuiContext& g = *GImGui;
3922
0
    g.ItemFlagsStack.clear();
3923
0
    g.GroupStack.clear();
3924
0
    TableGcCompactSettings();
3925
0
}
3926
3927
// Free up/compact internal window buffers, we can use this when a window becomes unused.
3928
// Not freed:
3929
// - ImGuiWindow, ImGuiWindowSettings, Name, StateStorage, ColumnsStorage (may hold useful data)
3930
// This should have no noticeable visual effect. When the window reappear however, expect new allocation/buffer growth/copy cost.
3931
void ImGui::GcCompactTransientWindowBuffers(ImGuiWindow* window)
3932
0
{
3933
0
    window->MemoryCompacted = true;
3934
0
    window->MemoryDrawListIdxCapacity = window->DrawList->IdxBuffer.Capacity;
3935
0
    window->MemoryDrawListVtxCapacity = window->DrawList->VtxBuffer.Capacity;
3936
0
    window->IDStack.clear();
3937
0
    window->DrawList->_ClearFreeMemory();
3938
0
    window->DC.ChildWindows.clear();
3939
0
    window->DC.ItemWidthStack.clear();
3940
0
    window->DC.TextWrapPosStack.clear();
3941
0
}
3942
3943
void ImGui::GcAwakeTransientWindowBuffers(ImGuiWindow* window)
3944
0
{
3945
    // We stored capacity of the ImDrawList buffer to reduce growth-caused allocation/copy when awakening.
3946
    // The other buffers tends to amortize much faster.
3947
0
    window->MemoryCompacted = false;
3948
0
    window->DrawList->IdxBuffer.reserve(window->MemoryDrawListIdxCapacity);
3949
0
    window->DrawList->VtxBuffer.reserve(window->MemoryDrawListVtxCapacity);
3950
0
    window->MemoryDrawListIdxCapacity = window->MemoryDrawListVtxCapacity = 0;
3951
0
}
3952
3953
void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window)
3954
0
{
3955
0
    ImGuiContext& g = *GImGui;
3956
3957
    // Clear previous active id
3958
0
    if (g.ActiveId != 0)
3959
0
    {
3960
        // While most behaved code would make an effort to not steal active id during window move/drag operations,
3961
        // we at least need to be resilient to it. Canceling the move is rather aggressive and users of 'master' branch
3962
        // may prefer the weird ill-defined half working situation ('docking' did assert), so may need to rework that.
3963
0
        if (g.MovingWindow != NULL && g.ActiveId == g.MovingWindow->MoveId)
3964
0
        {
3965
0
            IMGUI_DEBUG_LOG_ACTIVEID("SetActiveID() cancel MovingWindow\n");
3966
0
            g.MovingWindow = NULL;
3967
0
        }
3968
3969
        // This could be written in a more general way (e.g associate a hook to ActiveId),
3970
        // but since this is currently quite an exception we'll leave it as is.
3971
        // One common scenario leading to this is: pressing Key ->NavMoveRequestApplyResult() -> ClearActiveId()
3972
0
        if (g.InputTextState.ID == g.ActiveId)
3973
0
            InputTextDeactivateHook(g.ActiveId);
3974
0
    }
3975
3976
    // Set active id
3977
0
    g.ActiveIdIsJustActivated = (g.ActiveId != id);
3978
0
    if (g.ActiveIdIsJustActivated)
3979
0
    {
3980
0
        IMGUI_DEBUG_LOG_ACTIVEID("SetActiveID() old:0x%08X (window \"%s\") -> new:0x%08X (window \"%s\")\n", g.ActiveId, g.ActiveIdWindow ? g.ActiveIdWindow->Name : "", id, window ? window->Name : "");
3981
0
        g.ActiveIdTimer = 0.0f;
3982
0
        g.ActiveIdHasBeenPressedBefore = false;
3983
0
        g.ActiveIdHasBeenEditedBefore = false;
3984
0
        g.ActiveIdMouseButton = -1;
3985
0
        if (id != 0)
3986
0
        {
3987
0
            g.LastActiveId = id;
3988
0
            g.LastActiveIdTimer = 0.0f;
3989
0
        }
3990
0
    }
3991
0
    g.ActiveId = id;
3992
0
    g.ActiveIdAllowOverlap = false;
3993
0
    g.ActiveIdNoClearOnFocusLoss = false;
3994
0
    g.ActiveIdWindow = window;
3995
0
    g.ActiveIdHasBeenEditedThisFrame = false;
3996
0
    g.ActiveIdFromShortcut = false;
3997
0
    if (id)
3998
0
    {
3999
0
        g.ActiveIdIsAlive = id;
4000
0
        g.ActiveIdSource = (g.NavActivateId == id || g.NavJustMovedToId == id) ? g.NavInputSource : ImGuiInputSource_Mouse;
4001
0
        IM_ASSERT(g.ActiveIdSource != ImGuiInputSource_None);
4002
0
    }
4003
4004
    // Clear declaration of inputs claimed by the widget
4005
    // (Please note that this is WIP and not all keys/inputs are thoroughly declared by all widgets yet)
4006
0
    g.ActiveIdUsingNavDirMask = 0x00;
4007
0
    g.ActiveIdUsingAllKeyboardKeys = false;
4008
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
4009
    g.ActiveIdUsingNavInputMask = 0x00;
4010
#endif
4011
0
}
4012
4013
void ImGui::ClearActiveID()
4014
0
{
4015
0
    SetActiveID(0, NULL); // g.ActiveId = 0;
4016
0
}
4017
4018
void ImGui::SetHoveredID(ImGuiID id)
4019
0
{
4020
0
    ImGuiContext& g = *GImGui;
4021
0
    g.HoveredId = id;
4022
0
    g.HoveredIdAllowOverlap = false;
4023
0
    if (id != 0 && g.HoveredIdPreviousFrame != id)
4024
0
        g.HoveredIdTimer = g.HoveredIdNotActiveTimer = 0.0f;
4025
0
}
4026
4027
ImGuiID ImGui::GetHoveredID()
4028
0
{
4029
0
    ImGuiContext& g = *GImGui;
4030
0
    return g.HoveredId ? g.HoveredId : g.HoveredIdPreviousFrame;
4031
0
}
4032
4033
void ImGui::MarkItemEdited(ImGuiID id)
4034
0
{
4035
    // This marking is solely to be able to provide info for IsItemDeactivatedAfterEdit().
4036
    // ActiveId might have been released by the time we call this (as in the typical press/release button behavior) but still need to fill the data.
4037
0
    ImGuiContext& g = *GImGui;
4038
0
    if (g.LockMarkEdited > 0)
4039
0
        return;
4040
0
    if (g.ActiveId == id || g.ActiveId == 0)
4041
0
    {
4042
0
        g.ActiveIdHasBeenEditedThisFrame = true;
4043
0
        g.ActiveIdHasBeenEditedBefore = true;
4044
0
    }
4045
4046
    // We accept a MarkItemEdited() on drag and drop targets (see https://github.com/ocornut/imgui/issues/1875#issuecomment-978243343)
4047
    // We accept 'ActiveIdPreviousFrame == id' for InputText() returning an edit after it has been taken ActiveId away (#4714)
4048
0
    IM_ASSERT(g.DragDropActive || g.ActiveId == id || g.ActiveId == 0 || g.ActiveIdPreviousFrame == id);
4049
4050
    //IM_ASSERT(g.CurrentWindow->DC.LastItemId == id);
4051
0
    g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Edited;
4052
0
}
4053
4054
bool ImGui::IsWindowContentHoverable(ImGuiWindow* window, ImGuiHoveredFlags flags)
4055
0
{
4056
    // An active popup disable hovering on other windows (apart from its own children)
4057
    // FIXME-OPT: This could be cached/stored within the window.
4058
0
    ImGuiContext& g = *GImGui;
4059
0
    if (g.NavWindow)
4060
0
        if (ImGuiWindow* focused_root_window = g.NavWindow->RootWindowDockTree)
4061
0
            if (focused_root_window->WasActive && focused_root_window != window->RootWindowDockTree)
4062
0
            {
4063
                // For the purpose of those flags we differentiate "standard popup" from "modal popup"
4064
                // NB: The 'else' is important because Modal windows are also Popups.
4065
0
                bool want_inhibit = false;
4066
0
                if (focused_root_window->Flags & ImGuiWindowFlags_Modal)
4067
0
                    want_inhibit = true;
4068
0
                else if ((focused_root_window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiHoveredFlags_AllowWhenBlockedByPopup))
4069
0
                    want_inhibit = true;
4070
4071
                // Inhibit hover unless the window is within the stack of our modal/popup
4072
0
                if (want_inhibit)
4073
0
                    if (!IsWindowWithinBeginStackOf(window->RootWindow, focused_root_window))
4074
0
                        return false;
4075
0
            }
4076
4077
    // Filter by viewport
4078
0
    if (window->Viewport != g.MouseViewport)
4079
0
        if (g.MovingWindow == NULL || window->RootWindowDockTree != g.MovingWindow->RootWindowDockTree)
4080
0
            return false;
4081
4082
0
    return true;
4083
0
}
4084
4085
static inline float CalcDelayFromHoveredFlags(ImGuiHoveredFlags flags)
4086
0
{
4087
0
    ImGuiContext& g = *GImGui;
4088
0
    if (flags & ImGuiHoveredFlags_DelayNormal)
4089
0
        return g.Style.HoverDelayNormal;
4090
0
    if (flags & ImGuiHoveredFlags_DelayShort)
4091
0
        return g.Style.HoverDelayShort;
4092
0
    return 0.0f;
4093
0
}
4094
4095
static ImGuiHoveredFlags ApplyHoverFlagsForTooltip(ImGuiHoveredFlags user_flags, ImGuiHoveredFlags shared_flags)
4096
0
{
4097
    // Allow instance flags to override shared flags
4098
0
    if (user_flags & (ImGuiHoveredFlags_DelayNone | ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_DelayNormal))
4099
0
        shared_flags &= ~(ImGuiHoveredFlags_DelayNone | ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_DelayNormal);
4100
0
    return user_flags | shared_flags;
4101
0
}
4102
4103
// This is roughly matching the behavior of internal-facing ItemHoverable()
4104
// - we allow hovering to be true when ActiveId==window->MoveID, so that clicking on non-interactive items such as a Text() item still returns true with IsItemHovered()
4105
// - this should work even for non-interactive items that have no ID, so we cannot use LastItemId
4106
bool ImGui::IsItemHovered(ImGuiHoveredFlags flags)
4107
0
{
4108
0
    ImGuiContext& g = *GImGui;
4109
0
    ImGuiWindow* window = g.CurrentWindow;
4110
0
    IM_ASSERT((flags & ~ImGuiHoveredFlags_AllowedMaskForIsItemHovered) == 0 && "Invalid flags for IsItemHovered()!");
4111
4112
0
    if (g.NavDisableMouseHover && !g.NavDisableHighlight && !(flags & ImGuiHoveredFlags_NoNavOverride))
4113
0
    {
4114
0
        if ((g.LastItemData.InFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled))
4115
0
            return false;
4116
0
        if (!IsItemFocused())
4117
0
            return false;
4118
4119
0
        if (flags & ImGuiHoveredFlags_ForTooltip)
4120
0
            flags = ApplyHoverFlagsForTooltip(flags, g.Style.HoverFlagsForTooltipNav);
4121
0
    }
4122
0
    else
4123
0
    {
4124
        // Test for bounding box overlap, as updated as ItemAdd()
4125
0
        ImGuiItemStatusFlags status_flags = g.LastItemData.StatusFlags;
4126
0
        if (!(status_flags & ImGuiItemStatusFlags_HoveredRect))
4127
0
            return false;
4128
4129
0
        if (flags & ImGuiHoveredFlags_ForTooltip)
4130
0
            flags = ApplyHoverFlagsForTooltip(flags, g.Style.HoverFlagsForTooltipMouse);
4131
4132
0
        IM_ASSERT((flags & (ImGuiHoveredFlags_AnyWindow | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_NoPopupHierarchy | ImGuiHoveredFlags_DockHierarchy)) == 0);   // Flags not supported by this function
4133
4134
        // Done with rectangle culling so we can perform heavier checks now
4135
        // Test if we are hovering the right window (our window could be behind another window)
4136
        // [2021/03/02] Reworked / reverted the revert, finally. Note we want e.g. BeginGroup/ItemAdd/EndGroup to work as well. (#3851)
4137
        // [2017/10/16] Reverted commit 344d48be3 and testing RootWindow instead. I believe it is correct to NOT test for RootWindow but this leaves us unable
4138
        // to use IsItemHovered() after EndChild() itself. Until a solution is found I believe reverting to the test from 2017/09/27 is safe since this was
4139
        // the test that has been running for a long while.
4140
0
        if (g.HoveredWindow != window && (status_flags & ImGuiItemStatusFlags_HoveredWindow) == 0)
4141
0
            if ((flags & ImGuiHoveredFlags_AllowWhenOverlappedByWindow) == 0)
4142
0
                return false;
4143
4144
        // Test if another item is active (e.g. being dragged)
4145
0
        const ImGuiID id = g.LastItemData.ID;
4146
0
        if ((flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem) == 0)
4147
0
            if (g.ActiveId != 0 && g.ActiveId != id && !g.ActiveIdAllowOverlap)
4148
0
                if (g.ActiveId != window->MoveId && g.ActiveId != window->TabId)
4149
0
                    return false;
4150
4151
        // Test if interactions on this window are blocked by an active popup or modal.
4152
        // The ImGuiHoveredFlags_AllowWhenBlockedByPopup flag will be tested here.
4153
0
        if (!IsWindowContentHoverable(window, flags) && !(g.LastItemData.InFlags & ImGuiItemFlags_NoWindowHoverableCheck))
4154
0
            return false;
4155
4156
        // Test if the item is disabled
4157
0
        if ((g.LastItemData.InFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled))
4158
0
            return false;
4159
4160
        // Special handling for calling after Begin() which represent the title bar or tab.
4161
        // When the window is skipped/collapsed (SkipItems==true) that last item (always ->MoveId submitted by Begin)
4162
        // will never be overwritten so we need to detect the case.
4163
0
        if (id == window->MoveId && window->WriteAccessed)
4164
0
            return false;
4165
4166
        // Test if using AllowOverlap and overlapped
4167
0
        if ((g.LastItemData.InFlags & ImGuiItemFlags_AllowOverlap) && id != 0)
4168
0
            if ((flags & ImGuiHoveredFlags_AllowWhenOverlappedByItem) == 0)
4169
0
                if (g.HoveredIdPreviousFrame != g.LastItemData.ID)
4170
0
                    return false;
4171
0
    }
4172
4173
    // Handle hover delay
4174
    // (some ideas: https://www.nngroup.com/articles/timing-exposing-content)
4175
0
    const float delay = CalcDelayFromHoveredFlags(flags);
4176
0
    if (delay > 0.0f || (flags & ImGuiHoveredFlags_Stationary))
4177
0
    {
4178
0
        ImGuiID hover_delay_id = (g.LastItemData.ID != 0) ? g.LastItemData.ID : window->GetIDFromRectangle(g.LastItemData.Rect);
4179
0
        if ((flags & ImGuiHoveredFlags_NoSharedDelay) && (g.HoverItemDelayIdPreviousFrame != hover_delay_id))
4180
0
            g.HoverItemDelayTimer = 0.0f;
4181
0
        g.HoverItemDelayId = hover_delay_id;
4182
4183
        // When changing hovered item we requires a bit of stationary delay before activating hover timer,
4184
        // but once unlocked on a given item we also moving.
4185
        //if (g.HoverDelayTimer >= delay && (g.HoverDelayTimer - g.IO.DeltaTime < delay || g.MouseStationaryTimer - g.IO.DeltaTime < g.Style.HoverStationaryDelay)) { IMGUI_DEBUG_LOG("HoverDelayTimer = %f/%f, MouseStationaryTimer = %f\n", g.HoverDelayTimer, delay, g.MouseStationaryTimer); }
4186
0
        if ((flags & ImGuiHoveredFlags_Stationary) != 0 && g.HoverItemUnlockedStationaryId != hover_delay_id)
4187
0
            return false;
4188
4189
0
        if (g.HoverItemDelayTimer < delay)
4190
0
            return false;
4191
0
    }
4192
4193
0
    return true;
4194
0
}
4195
4196
// Internal facing ItemHoverable() used when submitting widgets. Differs slightly from IsItemHovered().
4197
// (this does not rely on LastItemData it can be called from a ButtonBehavior() call not following an ItemAdd() call)
4198
// FIXME-LEGACY: the 'ImGuiItemFlags item_flags' parameter was added on 2023-06-28.
4199
// If you used this in your legacy/custom widgets code:
4200
// - Commonly: if your ItemHoverable() call comes after an ItemAdd() call: pass 'item_flags = g.LastItemData.InFlags'.
4201
// - Rare: otherwise you may pass 'item_flags = 0' (ImGuiItemFlags_None) unless you want to benefit from special behavior handled by ItemHoverable.
4202
bool ImGui::ItemHoverable(const ImRect& bb, ImGuiID id, ImGuiItemFlags item_flags)
4203
0
{
4204
0
    ImGuiContext& g = *GImGui;
4205
0
    ImGuiWindow* window = g.CurrentWindow;
4206
0
    if (g.HoveredWindow != window)
4207
0
        return false;
4208
0
    if (!IsMouseHoveringRect(bb.Min, bb.Max))
4209
0
        return false;
4210
4211
0
    if (g.HoveredId != 0 && g.HoveredId != id && !g.HoveredIdAllowOverlap)
4212
0
        return false;
4213
0
    if (g.ActiveId != 0 && g.ActiveId != id && !g.ActiveIdAllowOverlap)
4214
0
        if (!g.ActiveIdFromShortcut)
4215
0
            return false;
4216
4217
    // Done with rectangle culling so we can perform heavier checks now.
4218
0
    if (!(item_flags & ImGuiItemFlags_NoWindowHoverableCheck) && !IsWindowContentHoverable(window, ImGuiHoveredFlags_None))
4219
0
    {
4220
0
        g.HoveredIdDisabled = true;
4221
0
        return false;
4222
0
    }
4223
4224
    // We exceptionally allow this function to be called with id==0 to allow using it for easy high-level
4225
    // hover test in widgets code. We could also decide to split this function is two.
4226
0
    if (id != 0)
4227
0
    {
4228
        // Drag source doesn't report as hovered
4229
0
        if (g.DragDropActive && g.DragDropPayload.SourceId == id && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoDisableHover))
4230
0
            return false;
4231
4232
0
        SetHoveredID(id);
4233
4234
        // AllowOverlap mode (rarely used) requires previous frame HoveredId to be null or to match.
4235
        // This allows using patterns where a later submitted widget overlaps a previous one. Generally perceived as a front-to-back hit-test.
4236
0
        if (item_flags & ImGuiItemFlags_AllowOverlap)
4237
0
        {
4238
0
            g.HoveredIdAllowOverlap = true;
4239
0
            if (g.HoveredIdPreviousFrame != id)
4240
0
                return false;
4241
0
        }
4242
0
    }
4243
4244
    // When disabled we'll return false but still set HoveredId
4245
0
    if (item_flags & ImGuiItemFlags_Disabled)
4246
0
    {
4247
        // Release active id if turning disabled
4248
0
        if (g.ActiveId == id && id != 0)
4249
0
            ClearActiveID();
4250
0
        g.HoveredIdDisabled = true;
4251
0
        return false;
4252
0
    }
4253
4254
0
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
4255
0
    if (id != 0)
4256
0
    {
4257
        // [DEBUG] Item Picker tool!
4258
        // We perform the check here because reaching is path is rare (1~ time a frame),
4259
        // making the cost of this tool near-zero! We could get better call-stack and support picking non-hovered
4260
        // items if we performed the test in ItemAdd(), but that would incur a bigger runtime cost.
4261
0
        if (g.DebugItemPickerActive && g.HoveredIdPreviousFrame == id)
4262
0
            GetForegroundDrawList()->AddRect(bb.Min, bb.Max, IM_COL32(255, 255, 0, 255));
4263
0
        if (g.DebugItemPickerBreakId == id)
4264
0
            IM_DEBUG_BREAK();
4265
0
    }
4266
0
#endif
4267
4268
0
    if (g.NavDisableMouseHover)
4269
0
        return false;
4270
4271
0
    return true;
4272
0
}
4273
4274
// FIXME: This is inlined/duplicated in ItemAdd()
4275
// FIXME: The id != 0 path is not used by our codebase, may get rid of it?
4276
bool ImGui::IsClippedEx(const ImRect& bb, ImGuiID id)
4277
0
{
4278
0
    ImGuiContext& g = *GImGui;
4279
0
    ImGuiWindow* window = g.CurrentWindow;
4280
0
    if (!bb.Overlaps(window->ClipRect))
4281
0
        if (id == 0 || (id != g.ActiveId && id != g.ActiveIdPreviousFrame && id != g.NavId && id != g.NavActivateId))
4282
0
            if (!g.LogEnabled)
4283
0
                return true;
4284
0
    return false;
4285
0
}
4286
4287
// This is also inlined in ItemAdd()
4288
// Note: if ImGuiItemStatusFlags_HasDisplayRect is set, user needs to set g.LastItemData.DisplayRect.
4289
void ImGui::SetLastItemData(ImGuiID item_id, ImGuiItemFlags in_flags, ImGuiItemStatusFlags item_flags, const ImRect& item_rect)
4290
0
{
4291
0
    ImGuiContext& g = *GImGui;
4292
0
    g.LastItemData.ID = item_id;
4293
0
    g.LastItemData.InFlags = in_flags;
4294
0
    g.LastItemData.StatusFlags = item_flags;
4295
0
    g.LastItemData.Rect = g.LastItemData.NavRect = item_rect;
4296
0
}
4297
4298
float ImGui::CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x)
4299
0
{
4300
0
    if (wrap_pos_x < 0.0f)
4301
0
        return 0.0f;
4302
4303
0
    ImGuiContext& g = *GImGui;
4304
0
    ImGuiWindow* window = g.CurrentWindow;
4305
0
    if (wrap_pos_x == 0.0f)
4306
0
    {
4307
        // We could decide to setup a default wrapping max point for auto-resizing windows,
4308
        // or have auto-wrap (with unspecified wrapping pos) behave as a ContentSize extending function?
4309
        //if (window->Hidden && (window->Flags & ImGuiWindowFlags_AlwaysAutoResize))
4310
        //    wrap_pos_x = ImMax(window->WorkRect.Min.x + g.FontSize * 10.0f, window->WorkRect.Max.x);
4311
        //else
4312
0
        wrap_pos_x = window->WorkRect.Max.x;
4313
0
    }
4314
0
    else if (wrap_pos_x > 0.0f)
4315
0
    {
4316
0
        wrap_pos_x += window->Pos.x - window->Scroll.x; // wrap_pos_x is provided is window local space
4317
0
    }
4318
4319
0
    return ImMax(wrap_pos_x - pos.x, 1.0f);
4320
0
}
4321
4322
// IM_ALLOC() == ImGui::MemAlloc()
4323
void* ImGui::MemAlloc(size_t size)
4324
0
{
4325
0
    void* ptr = (*GImAllocatorAllocFunc)(size, GImAllocatorUserData);
4326
0
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
4327
0
    if (ImGuiContext* ctx = GImGui)
4328
0
        DebugAllocHook(&ctx->DebugAllocInfo, ctx->FrameCount, ptr, size);
4329
0
#endif
4330
0
    return ptr;
4331
0
}
4332
4333
// IM_FREE() == ImGui::MemFree()
4334
void ImGui::MemFree(void* ptr)
4335
0
{
4336
0
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
4337
0
    if (ptr != NULL)
4338
0
        if (ImGuiContext* ctx = GImGui)
4339
0
            DebugAllocHook(&ctx->DebugAllocInfo, ctx->FrameCount, ptr, (size_t)-1);
4340
0
#endif
4341
0
    return (*GImAllocatorFreeFunc)(ptr, GImAllocatorUserData);
4342
0
}
4343
4344
// We record the number of allocation in recent frames, as a way to audit/sanitize our guiding principles of "no allocations on idle/repeating frames"
4345
void ImGui::DebugAllocHook(ImGuiDebugAllocInfo* info, int frame_count, void* ptr, size_t size)
4346
0
{
4347
0
    ImGuiDebugAllocEntry* entry = &info->LastEntriesBuf[info->LastEntriesIdx];
4348
0
    IM_UNUSED(ptr);
4349
0
    if (entry->FrameCount != frame_count)
4350
0
    {
4351
0
        info->LastEntriesIdx = (info->LastEntriesIdx + 1) % IM_ARRAYSIZE(info->LastEntriesBuf);
4352
0
        entry = &info->LastEntriesBuf[info->LastEntriesIdx];
4353
0
        entry->FrameCount = frame_count;
4354
0
        entry->AllocCount = entry->FreeCount = 0;
4355
0
    }
4356
0
    if (size != (size_t)-1)
4357
0
    {
4358
0
        entry->AllocCount++;
4359
0
        info->TotalAllocCount++;
4360
        //printf("[%05d] MemAlloc(%d) -> 0x%p\n", frame_count, size, ptr);
4361
0
    }
4362
0
    else
4363
0
    {
4364
0
        entry->FreeCount++;
4365
0
        info->TotalFreeCount++;
4366
        //printf("[%05d] MemFree(0x%p)\n", frame_count, ptr);
4367
0
    }
4368
0
}
4369
4370
const char* ImGui::GetClipboardText()
4371
0
{
4372
0
    ImGuiContext& g = *GImGui;
4373
0
    return g.IO.GetClipboardTextFn ? g.IO.GetClipboardTextFn(g.IO.ClipboardUserData) : "";
4374
0
}
4375
4376
void ImGui::SetClipboardText(const char* text)
4377
0
{
4378
0
    ImGuiContext& g = *GImGui;
4379
0
    if (g.IO.SetClipboardTextFn)
4380
0
        g.IO.SetClipboardTextFn(g.IO.ClipboardUserData, text);
4381
0
}
4382
4383
const char* ImGui::GetVersion()
4384
0
{
4385
0
    return IMGUI_VERSION;
4386
0
}
4387
4388
ImGuiIO& ImGui::GetIO()
4389
0
{
4390
0
    IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?");
4391
0
    return GImGui->IO;
4392
0
}
4393
4394
ImGuiPlatformIO& ImGui::GetPlatformIO()
4395
0
{
4396
0
    IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() or ImGui::SetCurrentContext()?");
4397
0
    return GImGui->PlatformIO;
4398
0
}
4399
4400
// Pass this to your backend rendering function! Valid after Render() and until the next call to NewFrame()
4401
ImDrawData* ImGui::GetDrawData()
4402
0
{
4403
0
    ImGuiContext& g = *GImGui;
4404
0
    ImGuiViewportP* viewport = g.Viewports[0];
4405
0
    return viewport->DrawDataP.Valid ? &viewport->DrawDataP : NULL;
4406
0
}
4407
4408
double ImGui::GetTime()
4409
0
{
4410
0
    return GImGui->Time;
4411
0
}
4412
4413
int ImGui::GetFrameCount()
4414
0
{
4415
0
    return GImGui->FrameCount;
4416
0
}
4417
4418
static ImDrawList* GetViewportBgFgDrawList(ImGuiViewportP* viewport, size_t drawlist_no, const char* drawlist_name)
4419
0
{
4420
    // Create the draw list on demand, because they are not frequently used for all viewports
4421
0
    ImGuiContext& g = *GImGui;
4422
0
    IM_ASSERT(drawlist_no < IM_ARRAYSIZE(viewport->BgFgDrawLists));
4423
0
    ImDrawList* draw_list = viewport->BgFgDrawLists[drawlist_no];
4424
0
    if (draw_list == NULL)
4425
0
    {
4426
0
        draw_list = IM_NEW(ImDrawList)(&g.DrawListSharedData);
4427
0
        draw_list->_OwnerName = drawlist_name;
4428
0
        viewport->BgFgDrawLists[drawlist_no] = draw_list;
4429
0
    }
4430
4431
    // Our ImDrawList system requires that there is always a command
4432
0
    if (viewport->BgFgDrawListsLastFrame[drawlist_no] != g.FrameCount)
4433
0
    {
4434
0
        draw_list->_ResetForNewFrame();
4435
0
        draw_list->PushTextureID(g.IO.Fonts->TexID);
4436
0
        draw_list->PushClipRect(viewport->Pos, viewport->Pos + viewport->Size, false);
4437
0
        viewport->BgFgDrawListsLastFrame[drawlist_no] = g.FrameCount;
4438
0
    }
4439
0
    return draw_list;
4440
0
}
4441
4442
ImDrawList* ImGui::GetBackgroundDrawList(ImGuiViewport* viewport)
4443
0
{
4444
0
    return GetViewportBgFgDrawList((ImGuiViewportP*)viewport, 0, "##Background");
4445
0
}
4446
4447
ImDrawList* ImGui::GetBackgroundDrawList()
4448
0
{
4449
0
    ImGuiContext& g = *GImGui;
4450
0
    return GetBackgroundDrawList(g.CurrentWindow->Viewport);
4451
0
}
4452
4453
ImDrawList* ImGui::GetForegroundDrawList(ImGuiViewport* viewport)
4454
0
{
4455
0
    return GetViewportBgFgDrawList((ImGuiViewportP*)viewport, 1, "##Foreground");
4456
0
}
4457
4458
ImDrawList* ImGui::GetForegroundDrawList()
4459
0
{
4460
0
    ImGuiContext& g = *GImGui;
4461
0
    return GetForegroundDrawList(g.CurrentWindow->Viewport);
4462
0
}
4463
4464
ImDrawListSharedData* ImGui::GetDrawListSharedData()
4465
0
{
4466
0
    return &GImGui->DrawListSharedData;
4467
0
}
4468
4469
void ImGui::StartMouseMovingWindow(ImGuiWindow* window)
4470
0
{
4471
    // Set ActiveId even if the _NoMove flag is set. Without it, dragging away from a window with _NoMove would activate hover on other windows.
4472
    // We _also_ call this when clicking in a window empty space when io.ConfigWindowsMoveFromTitleBarOnly is set, but clear g.MovingWindow afterward.
4473
    // This is because we want ActiveId to be set even when the window is not permitted to move.
4474
0
    ImGuiContext& g = *GImGui;
4475
0
    FocusWindow(window);
4476
0
    SetActiveID(window->MoveId, window);
4477
0
    g.NavDisableHighlight = true;
4478
0
    g.ActiveIdClickOffset = g.IO.MouseClickedPos[0] - window->RootWindowDockTree->Pos;
4479
0
    g.ActiveIdNoClearOnFocusLoss = true;
4480
0
    SetActiveIdUsingAllKeyboardKeys();
4481
4482
0
    bool can_move_window = true;
4483
0
    if ((window->Flags & ImGuiWindowFlags_NoMove) || (window->RootWindowDockTree->Flags & ImGuiWindowFlags_NoMove))
4484
0
        can_move_window = false;
4485
0
    if (ImGuiDockNode* node = window->DockNodeAsHost)
4486
0
        if (node->VisibleWindow && (node->VisibleWindow->Flags & ImGuiWindowFlags_NoMove))
4487
0
            can_move_window = false;
4488
0
    if (can_move_window)
4489
0
        g.MovingWindow = window;
4490
0
}
4491
4492
// We use 'undock == false' when dragging from title bar to allow moving groups of floating nodes without undocking them.
4493
void ImGui::StartMouseMovingWindowOrNode(ImGuiWindow* window, ImGuiDockNode* node, bool undock)
4494
0
{
4495
0
    ImGuiContext& g = *GImGui;
4496
0
    bool can_undock_node = false;
4497
0
    if (undock && node != NULL && node->VisibleWindow && (node->VisibleWindow->Flags & ImGuiWindowFlags_NoMove) == 0 && (node->MergedFlags & ImGuiDockNodeFlags_NoUndocking) == 0)
4498
0
    {
4499
        // Can undock if:
4500
        // - part of a hierarchy with more than one visible node (if only one is visible, we'll just move the root window)
4501
        // - part of a dockspace node hierarchy: so we can undock the last single visible node too (trivia: undocking from a fixed/central node will create a new node and copy windows)
4502
0
        ImGuiDockNode* root_node = DockNodeGetRootNode(node);
4503
0
        if (root_node->OnlyNodeWithWindows != node || root_node->CentralNode != NULL)   // -V1051 PVS-Studio thinks node should be root_node and is wrong about that.
4504
0
            can_undock_node = true;
4505
0
    }
4506
4507
0
    const bool clicked = IsMouseClicked(0);
4508
0
    const bool dragging = IsMouseDragging(0);
4509
0
    if (can_undock_node && dragging)
4510
0
        DockContextQueueUndockNode(&g, node); // Will lead to DockNodeStartMouseMovingWindow() -> StartMouseMovingWindow() being called next frame
4511
0
    else if (!can_undock_node && (clicked || dragging) && g.MovingWindow != window)
4512
0
        StartMouseMovingWindow(window);
4513
0
}
4514
4515
// Handle mouse moving window
4516
// Note: moving window with the navigation keys (Square + d-pad / CTRL+TAB + Arrows) are processed in NavUpdateWindowing()
4517
// FIXME: We don't have strong guarantee that g.MovingWindow stay synched with g.ActiveId == g.MovingWindow->MoveId.
4518
// This is currently enforced by the fact that BeginDragDropSource() is setting all g.ActiveIdUsingXXXX flags to inhibit navigation inputs,
4519
// but if we should more thoroughly test cases where g.ActiveId or g.MovingWindow gets changed and not the other.
4520
void ImGui::UpdateMouseMovingWindowNewFrame()
4521
0
{
4522
0
    ImGuiContext& g = *GImGui;
4523
0
    if (g.MovingWindow != NULL)
4524
0
    {
4525
        // We actually want to move the root window. g.MovingWindow == window we clicked on (could be a child window).
4526
        // We track it to preserve Focus and so that generally ActiveIdWindow == MovingWindow and ActiveId == MovingWindow->MoveId for consistency.
4527
0
        KeepAliveID(g.ActiveId);
4528
0
        IM_ASSERT(g.MovingWindow && g.MovingWindow->RootWindowDockTree);
4529
0
        ImGuiWindow* moving_window = g.MovingWindow->RootWindowDockTree;
4530
4531
        // When a window stop being submitted while being dragged, it may will its viewport until next Begin()
4532
0
        const bool window_disappared = (!moving_window->WasActive && !moving_window->Active);
4533
0
        if (g.IO.MouseDown[0] && IsMousePosValid(&g.IO.MousePos) && !window_disappared)
4534
0
        {
4535
0
            ImVec2 pos = g.IO.MousePos - g.ActiveIdClickOffset;
4536
0
            if (moving_window->Pos.x != pos.x || moving_window->Pos.y != pos.y)
4537
0
            {
4538
0
                SetWindowPos(moving_window, pos, ImGuiCond_Always);
4539
0
                if (moving_window->Viewport && moving_window->ViewportOwned) // Synchronize viewport immediately because some overlays may relies on clipping rectangle before we Begin() into the window.
4540
0
                {
4541
0
                    moving_window->Viewport->Pos = pos;
4542
0
                    moving_window->Viewport->UpdateWorkRect();
4543
0
                }
4544
0
            }
4545
0
            FocusWindow(g.MovingWindow);
4546
0
        }
4547
0
        else
4548
0
        {
4549
0
            if (!window_disappared)
4550
0
            {
4551
                // Try to merge the window back into the main viewport.
4552
                // This works because MouseViewport should be != MovingWindow->Viewport on release (as per code in UpdateViewports)
4553
0
                if (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable)
4554
0
                    UpdateTryMergeWindowIntoHostViewport(moving_window, g.MouseViewport);
4555
4556
                // Restore the mouse viewport so that we don't hover the viewport _under_ the moved window during the frame we released the mouse button.
4557
0
                if (moving_window->Viewport && !IsDragDropPayloadBeingAccepted())
4558
0
                    g.MouseViewport = moving_window->Viewport;
4559
4560
                // Clear the NoInput window flag set by the Viewport system
4561
0
                if (moving_window->Viewport)
4562
0
                    moving_window->Viewport->Flags &= ~ImGuiViewportFlags_NoInputs;
4563
0
            }
4564
4565
0
            g.MovingWindow = NULL;
4566
0
            ClearActiveID();
4567
0
        }
4568
0
    }
4569
0
    else
4570
0
    {
4571
        // When clicking/dragging from a window that has the _NoMove flag, we still set the ActiveId in order to prevent hovering others.
4572
0
        if (g.ActiveIdWindow && g.ActiveIdWindow->MoveId == g.ActiveId)
4573
0
        {
4574
0
            KeepAliveID(g.ActiveId);
4575
0
            if (!g.IO.MouseDown[0])
4576
0
                ClearActiveID();
4577
0
        }
4578
0
    }
4579
0
}
4580
4581
// Initiate moving window when clicking on empty space or title bar.
4582
// Handle left-click and right-click focus.
4583
void ImGui::UpdateMouseMovingWindowEndFrame()
4584
0
{
4585
0
    ImGuiContext& g = *GImGui;
4586
0
    if (g.ActiveId != 0 || g.HoveredId != 0)
4587
0
        return;
4588
4589
    // Unless we just made a window/popup appear
4590
0
    if (g.NavWindow && g.NavWindow->Appearing)
4591
0
        return;
4592
4593
    // Click on empty space to focus window and start moving
4594
    // (after we're done with all our widgets, so e.g. clicking on docking tab-bar which have set HoveredId already and not get us here!)
4595
0
    if (g.IO.MouseClicked[0])
4596
0
    {
4597
        // Handle the edge case of a popup being closed while clicking in its empty space.
4598
        // If we try to focus it, FocusWindow() > ClosePopupsOverWindow() will accidentally close any parent popups because they are not linked together any more.
4599
0
        ImGuiWindow* root_window = g.HoveredWindow ? g.HoveredWindow->RootWindow : NULL;
4600
0
        const bool is_closed_popup = root_window && (root_window->Flags & ImGuiWindowFlags_Popup) && !IsPopupOpen(root_window->PopupId, ImGuiPopupFlags_AnyPopupLevel);
4601
4602
0
        if (root_window != NULL && !is_closed_popup)
4603
0
        {
4604
0
            StartMouseMovingWindow(g.HoveredWindow); //-V595
4605
4606
            // Cancel moving if clicked outside of title bar
4607
0
            if (g.IO.ConfigWindowsMoveFromTitleBarOnly)
4608
0
                if (!(root_window->Flags & ImGuiWindowFlags_NoTitleBar) || root_window->DockIsActive)
4609
0
                    if (!root_window->TitleBarRect().Contains(g.IO.MouseClickedPos[0]))
4610
0
                        g.MovingWindow = NULL;
4611
4612
            // Cancel moving if clicked over an item which was disabled or inhibited by popups (note that we know HoveredId == 0 already)
4613
0
            if (g.HoveredIdDisabled)
4614
0
                g.MovingWindow = NULL;
4615
0
        }
4616
0
        else if (root_window == NULL && g.NavWindow != NULL)
4617
0
        {
4618
            // Clicking on void disable focus
4619
0
            FocusWindow(NULL, ImGuiFocusRequestFlags_UnlessBelowModal);
4620
0
        }
4621
0
    }
4622
4623
    // With right mouse button we close popups without changing focus based on where the mouse is aimed
4624
    // Instead, focus will be restored to the window under the bottom-most closed popup.
4625
    // (The left mouse button path calls FocusWindow on the hovered window, which will lead NewFrame->ClosePopupsOverWindow to trigger)
4626
0
    if (g.IO.MouseClicked[1])
4627
0
    {
4628
        // Find the top-most window between HoveredWindow and the top-most Modal Window.
4629
        // This is where we can trim the popup stack.
4630
0
        ImGuiWindow* modal = GetTopMostPopupModal();
4631
0
        bool hovered_window_above_modal = g.HoveredWindow && (modal == NULL || IsWindowAbove(g.HoveredWindow, modal));
4632
0
        ClosePopupsOverWindow(hovered_window_above_modal ? g.HoveredWindow : modal, true);
4633
0
    }
4634
0
}
4635
4636
// This is called during NewFrame()->UpdateViewportsNewFrame() only.
4637
// Need to keep in sync with SetWindowPos()
4638
static void TranslateWindow(ImGuiWindow* window, const ImVec2& delta)
4639
0
{
4640
0
    window->Pos += delta;
4641
0
    window->ClipRect.Translate(delta);
4642
0
    window->OuterRectClipped.Translate(delta);
4643
0
    window->InnerRect.Translate(delta);
4644
0
    window->DC.CursorPos += delta;
4645
0
    window->DC.CursorStartPos += delta;
4646
0
    window->DC.CursorMaxPos += delta;
4647
0
    window->DC.IdealMaxPos += delta;
4648
0
}
4649
4650
static void ScaleWindow(ImGuiWindow* window, float scale)
4651
0
{
4652
0
    ImVec2 origin = window->Viewport->Pos;
4653
0
    window->Pos = ImFloor((window->Pos - origin) * scale + origin);
4654
0
    window->Size = ImTrunc(window->Size * scale);
4655
0
    window->SizeFull = ImTrunc(window->SizeFull * scale);
4656
0
    window->ContentSize = ImTrunc(window->ContentSize * scale);
4657
0
}
4658
4659
static bool IsWindowActiveAndVisible(ImGuiWindow* window)
4660
0
{
4661
0
    return (window->Active) && (!window->Hidden);
4662
0
}
4663
4664
// The reason this is exposed in imgui_internal.h is: on touch-based system that don't have hovering, we want to dispatch inputs to the right target (imgui vs imgui+app)
4665
void ImGui::UpdateHoveredWindowAndCaptureFlags()
4666
0
{
4667
0
    ImGuiContext& g = *GImGui;
4668
0
    ImGuiIO& io = g.IO;
4669
0
    g.WindowsHoverPadding = ImMax(g.Style.TouchExtraPadding, ImVec2(WINDOWS_HOVER_PADDING, WINDOWS_HOVER_PADDING));
4670
4671
    // Find the window hovered by mouse:
4672
    // - Child windows can extend beyond the limit of their parent so we need to derive HoveredRootWindow from HoveredWindow.
4673
    // - When moving a window we can skip the search, which also conveniently bypasses the fact that window->WindowRectClipped is lagging as this point of the frame.
4674
    // - We also support the moved window toggling the NoInputs flag after moving has started in order to be able to detect windows below it, which is useful for e.g. docking mechanisms.
4675
0
    bool clear_hovered_windows = false;
4676
0
    FindHoveredWindow();
4677
0
    IM_ASSERT(g.HoveredWindow == NULL || g.HoveredWindow == g.MovingWindow || g.HoveredWindow->Viewport == g.MouseViewport);
4678
4679
    // Modal windows prevents mouse from hovering behind them.
4680
0
    ImGuiWindow* modal_window = GetTopMostPopupModal();
4681
0
    if (modal_window && g.HoveredWindow && !IsWindowWithinBeginStackOf(g.HoveredWindow->RootWindow, modal_window)) // FIXME-MERGE: RootWindowDockTree ?
4682
0
        clear_hovered_windows = true;
4683
4684
    // Disabled mouse?
4685
0
    if (io.ConfigFlags & ImGuiConfigFlags_NoMouse)
4686
0
        clear_hovered_windows = true;
4687
4688
    // We track click ownership. When clicked outside of a window the click is owned by the application and
4689
    // won't report hovering nor request capture even while dragging over our windows afterward.
4690
0
    const bool has_open_popup = (g.OpenPopupStack.Size > 0);
4691
0
    const bool has_open_modal = (modal_window != NULL);
4692
0
    int mouse_earliest_down = -1;
4693
0
    bool mouse_any_down = false;
4694
0
    for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)
4695
0
    {
4696
0
        if (io.MouseClicked[i])
4697
0
        {
4698
0
            io.MouseDownOwned[i] = (g.HoveredWindow != NULL) || has_open_popup;
4699
0
            io.MouseDownOwnedUnlessPopupClose[i] = (g.HoveredWindow != NULL) || has_open_modal;
4700
0
        }
4701
0
        mouse_any_down |= io.MouseDown[i];
4702
0
        if (io.MouseDown[i])
4703
0
            if (mouse_earliest_down == -1 || io.MouseClickedTime[i] < io.MouseClickedTime[mouse_earliest_down])
4704
0
                mouse_earliest_down = i;
4705
0
    }
4706
0
    const bool mouse_avail = (mouse_earliest_down == -1) || io.MouseDownOwned[mouse_earliest_down];
4707
0
    const bool mouse_avail_unless_popup_close = (mouse_earliest_down == -1) || io.MouseDownOwnedUnlessPopupClose[mouse_earliest_down];
4708
4709
    // If mouse was first clicked outside of ImGui bounds we also cancel out hovering.
4710
    // FIXME: For patterns of drag and drop across OS windows, we may need to rework/remove this test (first committed 311c0ca9 on 2015/02)
4711
0
    const bool mouse_dragging_extern_payload = g.DragDropActive && (g.DragDropSourceFlags & ImGuiDragDropFlags_SourceExtern) != 0;
4712
0
    if (!mouse_avail && !mouse_dragging_extern_payload)
4713
0
        clear_hovered_windows = true;
4714
4715
0
    if (clear_hovered_windows)
4716
0
        g.HoveredWindow = g.HoveredWindowUnderMovingWindow = NULL;
4717
4718
    // Update io.WantCaptureMouse for the user application (true = dispatch mouse info to Dear ImGui only, false = dispatch mouse to Dear ImGui + underlying app)
4719
    // Update io.WantCaptureMouseAllowPopupClose (experimental) to give a chance for app to react to popup closure with a drag
4720
0
    if (g.WantCaptureMouseNextFrame != -1)
4721
0
    {
4722
0
        io.WantCaptureMouse = io.WantCaptureMouseUnlessPopupClose = (g.WantCaptureMouseNextFrame != 0);
4723
0
    }
4724
0
    else
4725
0
    {
4726
0
        io.WantCaptureMouse = (mouse_avail && (g.HoveredWindow != NULL || mouse_any_down)) || has_open_popup;
4727
0
        io.WantCaptureMouseUnlessPopupClose = (mouse_avail_unless_popup_close && (g.HoveredWindow != NULL || mouse_any_down)) || has_open_modal;
4728
0
    }
4729
4730
    // Update io.WantCaptureKeyboard for the user application (true = dispatch keyboard info to Dear ImGui only, false = dispatch keyboard info to Dear ImGui + underlying app)
4731
0
    io.WantCaptureKeyboard = (g.ActiveId != 0) || (modal_window != NULL);
4732
0
    if (io.NavActive && (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) && !(io.ConfigFlags & ImGuiConfigFlags_NavNoCaptureKeyboard))
4733
0
        io.WantCaptureKeyboard = true;
4734
0
    if (g.WantCaptureKeyboardNextFrame != -1) // Manual override
4735
0
        io.WantCaptureKeyboard = (g.WantCaptureKeyboardNextFrame != 0);
4736
4737
    // Update io.WantTextInput flag, this is to allow systems without a keyboard (e.g. mobile, hand-held) to show a software keyboard if possible
4738
0
    io.WantTextInput = (g.WantTextInputNextFrame != -1) ? (g.WantTextInputNextFrame != 0) : false;
4739
0
}
4740
4741
void ImGui::NewFrame()
4742
0
{
4743
0
    IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?");
4744
0
    ImGuiContext& g = *GImGui;
4745
4746
    // Remove pending delete hooks before frame start.
4747
    // This deferred removal avoid issues of removal while iterating the hook vector
4748
0
    for (int n = g.Hooks.Size - 1; n >= 0; n--)
4749
0
        if (g.Hooks[n].Type == ImGuiContextHookType_PendingRemoval_)
4750
0
            g.Hooks.erase(&g.Hooks[n]);
4751
4752
0
    CallContextHooks(&g, ImGuiContextHookType_NewFramePre);
4753
4754
    // Check and assert for various common IO and Configuration mistakes
4755
0
    g.ConfigFlagsLastFrame = g.ConfigFlagsCurrFrame;
4756
0
    ErrorCheckNewFrameSanityChecks();
4757
0
    g.ConfigFlagsCurrFrame = g.IO.ConfigFlags;
4758
4759
    // Load settings on first frame, save settings when modified (after a delay)
4760
0
    UpdateSettings();
4761
4762
0
    g.Time += g.IO.DeltaTime;
4763
0
    g.WithinFrameScope = true;
4764
0
    g.FrameCount += 1;
4765
0
    g.TooltipOverrideCount = 0;
4766
0
    g.WindowsActiveCount = 0;
4767
0
    g.MenusIdSubmittedThisFrame.resize(0);
4768
4769
    // Calculate frame-rate for the user, as a purely luxurious feature
4770
0
    g.FramerateSecPerFrameAccum += g.IO.DeltaTime - g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx];
4771
0
    g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx] = g.IO.DeltaTime;
4772
0
    g.FramerateSecPerFrameIdx = (g.FramerateSecPerFrameIdx + 1) % IM_ARRAYSIZE(g.FramerateSecPerFrame);
4773
0
    g.FramerateSecPerFrameCount = ImMin(g.FramerateSecPerFrameCount + 1, IM_ARRAYSIZE(g.FramerateSecPerFrame));
4774
0
    g.IO.Framerate = (g.FramerateSecPerFrameAccum > 0.0f) ? (1.0f / (g.FramerateSecPerFrameAccum / (float)g.FramerateSecPerFrameCount)) : FLT_MAX;
4775
4776
    // Process input queue (trickle as many events as possible), turn events into writes to IO structure
4777
0
    g.InputEventsTrail.resize(0);
4778
0
    UpdateInputEvents(g.IO.ConfigInputTrickleEventQueue);
4779
4780
    // Update viewports (after processing input queue, so io.MouseHoveredViewport is set)
4781
0
    UpdateViewportsNewFrame();
4782
4783
    // Setup current font and draw list shared data
4784
    // FIXME-VIEWPORT: the concept of a single ClipRectFullscreen is not ideal!
4785
0
    g.IO.Fonts->Locked = true;
4786
0
    SetCurrentFont(GetDefaultFont());
4787
0
    IM_ASSERT(g.Font->IsLoaded());
4788
0
    ImRect virtual_space(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX);
4789
0
    for (ImGuiViewportP* viewport : g.Viewports)
4790
0
        virtual_space.Add(viewport->GetMainRect());
4791
0
    g.DrawListSharedData.ClipRectFullscreen = virtual_space.ToVec4();
4792
0
    g.DrawListSharedData.CurveTessellationTol = g.Style.CurveTessellationTol;
4793
0
    g.DrawListSharedData.SetCircleTessellationMaxError(g.Style.CircleTessellationMaxError);
4794
0
    g.DrawListSharedData.InitialFlags = ImDrawListFlags_None;
4795
0
    if (g.Style.AntiAliasedLines)
4796
0
        g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedLines;
4797
0
    if (g.Style.AntiAliasedLinesUseTex && !(g.Font->ContainerAtlas->Flags & ImFontAtlasFlags_NoBakedLines))
4798
0
        g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedLinesUseTex;
4799
0
    if (g.Style.AntiAliasedFill)
4800
0
        g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedFill;
4801
0
    if (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset)
4802
0
        g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AllowVtxOffset;
4803
4804
    // Mark rendering data as invalid to prevent user who may have a handle on it to use it.
4805
0
    for (ImGuiViewportP* viewport : g.Viewports)
4806
0
    {
4807
0
        viewport->DrawData = NULL;
4808
0
        viewport->DrawDataP.Valid = false;
4809
0
    }
4810
4811
    // Drag and drop keep the source ID alive so even if the source disappear our state is consistent
4812
0
    if (g.DragDropActive && g.DragDropPayload.SourceId == g.ActiveId)
4813
0
        KeepAliveID(g.DragDropPayload.SourceId);
4814
4815
    // Update HoveredId data
4816
0
    if (!g.HoveredIdPreviousFrame)
4817
0
        g.HoveredIdTimer = 0.0f;
4818
0
    if (!g.HoveredIdPreviousFrame || (g.HoveredId && g.ActiveId == g.HoveredId))
4819
0
        g.HoveredIdNotActiveTimer = 0.0f;
4820
0
    if (g.HoveredId)
4821
0
        g.HoveredIdTimer += g.IO.DeltaTime;
4822
0
    if (g.HoveredId && g.ActiveId != g.HoveredId)
4823
0
        g.HoveredIdNotActiveTimer += g.IO.DeltaTime;
4824
0
    g.HoveredIdPreviousFrame = g.HoveredId;
4825
0
    g.HoveredId = 0;
4826
0
    g.HoveredIdAllowOverlap = false;
4827
0
    g.HoveredIdDisabled = false;
4828
4829
    // Clear ActiveID if the item is not alive anymore.
4830
    // In 1.87, the common most call to KeepAliveID() was moved from GetID() to ItemAdd().
4831
    // As a result, custom widget using ButtonBehavior() _without_ ItemAdd() need to call KeepAliveID() themselves.
4832
0
    if (g.ActiveId != 0 && g.ActiveIdIsAlive != g.ActiveId && g.ActiveIdPreviousFrame == g.ActiveId)
4833
0
    {
4834
0
        IMGUI_DEBUG_LOG_ACTIVEID("NewFrame(): ClearActiveID() because it isn't marked alive anymore!\n");
4835
0
        ClearActiveID();
4836
0
    }
4837
4838
    // Update ActiveId data (clear reference to active widget if the widget isn't alive anymore)
4839
0
    if (g.ActiveId)
4840
0
        g.ActiveIdTimer += g.IO.DeltaTime;
4841
0
    g.LastActiveIdTimer += g.IO.DeltaTime;
4842
0
    g.ActiveIdPreviousFrame = g.ActiveId;
4843
0
    g.ActiveIdPreviousFrameWindow = g.ActiveIdWindow;
4844
0
    g.ActiveIdPreviousFrameHasBeenEditedBefore = g.ActiveIdHasBeenEditedBefore;
4845
0
    g.ActiveIdIsAlive = 0;
4846
0
    g.ActiveIdHasBeenEditedThisFrame = false;
4847
0
    g.ActiveIdPreviousFrameIsAlive = false;
4848
0
    g.ActiveIdIsJustActivated = false;
4849
0
    if (g.TempInputId != 0 && g.ActiveId != g.TempInputId)
4850
0
        g.TempInputId = 0;
4851
0
    if (g.ActiveId == 0)
4852
0
    {
4853
0
        g.ActiveIdUsingNavDirMask = 0x00;
4854
0
        g.ActiveIdUsingAllKeyboardKeys = false;
4855
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
4856
        g.ActiveIdUsingNavInputMask = 0x00;
4857
#endif
4858
0
    }
4859
4860
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
4861
    if (g.ActiveId == 0)
4862
        g.ActiveIdUsingNavInputMask = 0;
4863
    else if (g.ActiveIdUsingNavInputMask != 0)
4864
    {
4865
        // If your custom widget code used:                 { g.ActiveIdUsingNavInputMask |= (1 << ImGuiNavInput_Cancel); }
4866
        // Since IMGUI_VERSION_NUM >= 18804 it should be:   { SetKeyOwner(ImGuiKey_Escape, g.ActiveId); SetKeyOwner(ImGuiKey_NavGamepadCancel, g.ActiveId); }
4867
        if (g.ActiveIdUsingNavInputMask & (1 << ImGuiNavInput_Cancel))
4868
            SetKeyOwner(ImGuiKey_Escape, g.ActiveId);
4869
        if (g.ActiveIdUsingNavInputMask & ~(1 << ImGuiNavInput_Cancel))
4870
            IM_ASSERT(0); // Other values unsupported
4871
    }
4872
#endif
4873
4874
    // Record when we have been stationary as this state is preserved while over same item.
4875
    // FIXME: The way this is expressed means user cannot alter HoverStationaryDelay during the frame to use varying values.
4876
    // To allow this we should store HoverItemMaxStationaryTime+ID and perform the >= check in IsItemHovered() function.
4877
0
    if (g.HoverItemDelayId != 0 && g.MouseStationaryTimer >= g.Style.HoverStationaryDelay)
4878
0
        g.HoverItemUnlockedStationaryId = g.HoverItemDelayId;
4879
0
    else if (g.HoverItemDelayId == 0)
4880
0
        g.HoverItemUnlockedStationaryId = 0;
4881
0
    if (g.HoveredWindow != NULL && g.MouseStationaryTimer >= g.Style.HoverStationaryDelay)
4882
0
        g.HoverWindowUnlockedStationaryId = g.HoveredWindow->ID;
4883
0
    else if (g.HoveredWindow == NULL)
4884
0
        g.HoverWindowUnlockedStationaryId = 0;
4885
4886
    // Update hover delay for IsItemHovered() with delays and tooltips
4887
0
    g.HoverItemDelayIdPreviousFrame = g.HoverItemDelayId;
4888
0
    if (g.HoverItemDelayId != 0)
4889
0
    {
4890
0
        g.HoverItemDelayTimer += g.IO.DeltaTime;
4891
0
        g.HoverItemDelayClearTimer = 0.0f;
4892
0
        g.HoverItemDelayId = 0;
4893
0
    }
4894
0
    else if (g.HoverItemDelayTimer > 0.0f)
4895
0
    {
4896
        // This gives a little bit of leeway before clearing the hover timer, allowing mouse to cross gaps
4897
        // We could expose 0.25f as style.HoverClearDelay but I am not sure of the logic yet, this is particularly subtle.
4898
0
        g.HoverItemDelayClearTimer += g.IO.DeltaTime;
4899
0
        if (g.HoverItemDelayClearTimer >= ImMax(0.25f, g.IO.DeltaTime * 2.0f)) // ~7 frames at 30 Hz + allow for low framerate
4900
0
            g.HoverItemDelayTimer = g.HoverItemDelayClearTimer = 0.0f; // May want a decaying timer, in which case need to clamp at max first, based on max of caller last requested timer.
4901
0
    }
4902
4903
    // Drag and drop
4904
0
    g.DragDropAcceptIdPrev = g.DragDropAcceptIdCurr;
4905
0
    g.DragDropAcceptIdCurr = 0;
4906
0
    g.DragDropAcceptIdCurrRectSurface = FLT_MAX;
4907
0
    g.DragDropWithinSource = false;
4908
0
    g.DragDropWithinTarget = false;
4909
0
    g.DragDropHoldJustPressedId = 0;
4910
4911
    // Close popups on focus lost (currently wip/opt-in)
4912
    //if (g.IO.AppFocusLost)
4913
    //    ClosePopupsExceptModals();
4914
4915
    // Update keyboard input state
4916
0
    UpdateKeyboardInputs();
4917
4918
    //IM_ASSERT(g.IO.KeyCtrl == IsKeyDown(ImGuiKey_LeftCtrl) || IsKeyDown(ImGuiKey_RightCtrl));
4919
    //IM_ASSERT(g.IO.KeyShift == IsKeyDown(ImGuiKey_LeftShift) || IsKeyDown(ImGuiKey_RightShift));
4920
    //IM_ASSERT(g.IO.KeyAlt == IsKeyDown(ImGuiKey_LeftAlt) || IsKeyDown(ImGuiKey_RightAlt));
4921
    //IM_ASSERT(g.IO.KeySuper == IsKeyDown(ImGuiKey_LeftSuper) || IsKeyDown(ImGuiKey_RightSuper));
4922
4923
    // Update gamepad/keyboard navigation
4924
0
    NavUpdate();
4925
4926
    // Update mouse input state
4927
0
    UpdateMouseInputs();
4928
4929
    // Undocking
4930
    // (needs to be before UpdateMouseMovingWindowNewFrame so the window is already offset and following the mouse on the detaching frame)
4931
0
    DockContextNewFrameUpdateUndocking(&g);
4932
4933
    // Find hovered window
4934
    // (needs to be before UpdateMouseMovingWindowNewFrame so we fill g.HoveredWindowUnderMovingWindow on the mouse release frame)
4935
0
    UpdateHoveredWindowAndCaptureFlags();
4936
4937
    // Handle user moving window with mouse (at the beginning of the frame to avoid input lag or sheering)
4938
0
    UpdateMouseMovingWindowNewFrame();
4939
4940
    // Background darkening/whitening
4941
0
    if (GetTopMostPopupModal() != NULL || (g.NavWindowingTarget != NULL && g.NavWindowingHighlightAlpha > 0.0f))
4942
0
        g.DimBgRatio = ImMin(g.DimBgRatio + g.IO.DeltaTime * 6.0f, 1.0f);
4943
0
    else
4944
0
        g.DimBgRatio = ImMax(g.DimBgRatio - g.IO.DeltaTime * 10.0f, 0.0f);
4945
4946
0
    g.MouseCursor = ImGuiMouseCursor_Arrow;
4947
0
    g.WantCaptureMouseNextFrame = g.WantCaptureKeyboardNextFrame = g.WantTextInputNextFrame = -1;
4948
4949
    // Platform IME data: reset for the frame
4950
0
    g.PlatformImeDataPrev = g.PlatformImeData;
4951
0
    g.PlatformImeData.WantVisible = false;
4952
4953
    // Mouse wheel scrolling, scale
4954
0
    UpdateMouseWheel();
4955
4956
    // Mark all windows as not visible and compact unused memory.
4957
0
    IM_ASSERT(g.WindowsFocusOrder.Size <= g.Windows.Size);
4958
0
    const float memory_compact_start_time = (g.GcCompactAll || g.IO.ConfigMemoryCompactTimer < 0.0f) ? FLT_MAX : (float)g.Time - g.IO.ConfigMemoryCompactTimer;
4959
0
    for (ImGuiWindow* window : g.Windows)
4960
0
    {
4961
0
        window->WasActive = window->Active;
4962
0
        window->Active = false;
4963
0
        window->WriteAccessed = false;
4964
0
        window->BeginCountPreviousFrame = window->BeginCount;
4965
0
        window->BeginCount = 0;
4966
4967
        // Garbage collect transient buffers of recently unused windows
4968
0
        if (!window->WasActive && !window->MemoryCompacted && window->LastTimeActive < memory_compact_start_time)
4969
0
            GcCompactTransientWindowBuffers(window);
4970
0
    }
4971
4972
    // Garbage collect transient buffers of recently unused tables
4973
0
    for (int i = 0; i < g.TablesLastTimeActive.Size; i++)
4974
0
        if (g.TablesLastTimeActive[i] >= 0.0f && g.TablesLastTimeActive[i] < memory_compact_start_time)
4975
0
            TableGcCompactTransientBuffers(g.Tables.GetByIndex(i));
4976
0
    for (ImGuiTableTempData& table_temp_data : g.TablesTempData)
4977
0
        if (table_temp_data.LastTimeActive >= 0.0f && table_temp_data.LastTimeActive < memory_compact_start_time)
4978
0
            TableGcCompactTransientBuffers(&table_temp_data);
4979
0
    if (g.GcCompactAll)
4980
0
        GcCompactTransientMiscBuffers();
4981
0
    g.GcCompactAll = false;
4982
4983
    // Closing the focused window restore focus to the first active root window in descending z-order
4984
0
    if (g.NavWindow && !g.NavWindow->WasActive)
4985
0
        FocusTopMostWindowUnderOne(NULL, NULL, NULL, ImGuiFocusRequestFlags_RestoreFocusedChild);
4986
4987
    // No window should be open at the beginning of the frame.
4988
    // But in order to allow the user to call NewFrame() multiple times without calling Render(), we are doing an explicit clear.
4989
0
    g.CurrentWindowStack.resize(0);
4990
0
    g.BeginPopupStack.resize(0);
4991
0
    g.ItemFlagsStack.resize(0);
4992
0
    g.ItemFlagsStack.push_back(ImGuiItemFlags_None);
4993
0
    g.GroupStack.resize(0);
4994
4995
    // Docking
4996
0
    DockContextNewFrameUpdateDocking(&g);
4997
4998
    // [DEBUG] Update debug features
4999
0
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
5000
0
    UpdateDebugToolItemPicker();
5001
0
    UpdateDebugToolStackQueries();
5002
0
    UpdateDebugToolFlashStyleColor();
5003
0
    if (g.DebugLocateFrames > 0 && --g.DebugLocateFrames == 0)
5004
0
    {
5005
0
        g.DebugLocateId = 0;
5006
0
        g.DebugBreakInLocateId = false;
5007
0
    }
5008
0
    if (g.DebugLogAutoDisableFrames > 0 && --g.DebugLogAutoDisableFrames == 0)
5009
0
    {
5010
0
        DebugLog("(Debug Log: Auto-disabled some ImGuiDebugLogFlags after 2 frames)\n");
5011
0
        g.DebugLogFlags &= ~g.DebugLogAutoDisableFlags;
5012
0
        g.DebugLogAutoDisableFlags = ImGuiDebugLogFlags_None;
5013
0
    }
5014
0
#endif
5015
5016
    // Create implicit/fallback window - which we will only render it if the user has added something to it.
5017
    // We don't use "Debug" to avoid colliding with user trying to create a "Debug" window with custom flags.
5018
    // This fallback is particularly important as it prevents ImGui:: calls from crashing.
5019
0
    g.WithinFrameScopeWithImplicitWindow = true;
5020
0
    SetNextWindowSize(ImVec2(400, 400), ImGuiCond_FirstUseEver);
5021
0
    Begin("Debug##Default");
5022
0
    IM_ASSERT(g.CurrentWindow->IsFallbackWindow == true);
5023
5024
    // [DEBUG] When io.ConfigDebugBeginReturnValue is set, we make Begin()/BeginChild() return false at different level of the window-stack,
5025
    // allowing to validate correct Begin/End behavior in user code.
5026
0
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
5027
0
    if (g.IO.ConfigDebugBeginReturnValueLoop)
5028
0
        g.DebugBeginReturnValueCullDepth = (g.DebugBeginReturnValueCullDepth == -1) ? 0 : ((g.DebugBeginReturnValueCullDepth + ((g.FrameCount % 4) == 0 ? 1 : 0)) % 10);
5029
0
    else
5030
0
        g.DebugBeginReturnValueCullDepth = -1;
5031
0
#endif
5032
5033
0
    CallContextHooks(&g, ImGuiContextHookType_NewFramePost);
5034
0
}
5035
5036
// FIXME: Add a more explicit sort order in the window structure.
5037
static int IMGUI_CDECL ChildWindowComparer(const void* lhs, const void* rhs)
5038
0
{
5039
0
    const ImGuiWindow* const a = *(const ImGuiWindow* const *)lhs;
5040
0
    const ImGuiWindow* const b = *(const ImGuiWindow* const *)rhs;
5041
0
    if (int d = (a->Flags & ImGuiWindowFlags_Popup) - (b->Flags & ImGuiWindowFlags_Popup))
5042
0
        return d;
5043
0
    if (int d = (a->Flags & ImGuiWindowFlags_Tooltip) - (b->Flags & ImGuiWindowFlags_Tooltip))
5044
0
        return d;
5045
0
    return (a->BeginOrderWithinParent - b->BeginOrderWithinParent);
5046
0
}
5047
5048
static void AddWindowToSortBuffer(ImVector<ImGuiWindow*>* out_sorted_windows, ImGuiWindow* window)
5049
0
{
5050
0
    out_sorted_windows->push_back(window);
5051
0
    if (window->Active)
5052
0
    {
5053
0
        int count = window->DC.ChildWindows.Size;
5054
0
        ImQsort(window->DC.ChildWindows.Data, (size_t)count, sizeof(ImGuiWindow*), ChildWindowComparer);
5055
0
        for (int i = 0; i < count; i++)
5056
0
        {
5057
0
            ImGuiWindow* child = window->DC.ChildWindows[i];
5058
0
            if (child->Active)
5059
0
                AddWindowToSortBuffer(out_sorted_windows, child);
5060
0
        }
5061
0
    }
5062
0
}
5063
5064
static void AddWindowToDrawData(ImGuiWindow* window, int layer)
5065
0
{
5066
0
    ImGuiContext& g = *GImGui;
5067
0
    ImGuiViewportP* viewport = window->Viewport;
5068
0
    IM_ASSERT(viewport != NULL);
5069
0
    g.IO.MetricsRenderWindows++;
5070
0
    if (window->DrawList->_Splitter._Count > 1)
5071
0
        window->DrawList->ChannelsMerge(); // Merge if user forgot to merge back. Also required in Docking branch for ImGuiWindowFlags_DockNodeHost windows.
5072
0
    ImGui::AddDrawListToDrawDataEx(&viewport->DrawDataP, viewport->DrawDataBuilder.Layers[layer], window->DrawList);
5073
0
    for (ImGuiWindow* child : window->DC.ChildWindows)
5074
0
        if (IsWindowActiveAndVisible(child)) // Clipped children may have been marked not active
5075
0
            AddWindowToDrawData(child, layer);
5076
0
}
5077
5078
static inline int GetWindowDisplayLayer(ImGuiWindow* window)
5079
0
{
5080
0
    return (window->Flags & ImGuiWindowFlags_Tooltip) ? 1 : 0;
5081
0
}
5082
5083
// Layer is locked for the root window, however child windows may use a different viewport (e.g. extruding menu)
5084
static inline void AddRootWindowToDrawData(ImGuiWindow* window)
5085
0
{
5086
0
    AddWindowToDrawData(window, GetWindowDisplayLayer(window));
5087
0
}
5088
5089
static void FlattenDrawDataIntoSingleLayer(ImDrawDataBuilder* builder)
5090
0
{
5091
0
    int n = builder->Layers[0]->Size;
5092
0
    int full_size = n;
5093
0
    for (int i = 1; i < IM_ARRAYSIZE(builder->Layers); i++)
5094
0
        full_size += builder->Layers[i]->Size;
5095
0
    builder->Layers[0]->resize(full_size);
5096
0
    for (int layer_n = 1; layer_n < IM_ARRAYSIZE(builder->Layers); layer_n++)
5097
0
    {
5098
0
        ImVector<ImDrawList*>* layer = builder->Layers[layer_n];
5099
0
        if (layer->empty())
5100
0
            continue;
5101
0
        memcpy(builder->Layers[0]->Data + n, layer->Data, layer->Size * sizeof(ImDrawList*));
5102
0
        n += layer->Size;
5103
0
        layer->resize(0);
5104
0
    }
5105
0
}
5106
5107
static void InitViewportDrawData(ImGuiViewportP* viewport)
5108
0
{
5109
0
    ImGuiIO& io = ImGui::GetIO();
5110
0
    ImDrawData* draw_data = &viewport->DrawDataP;
5111
5112
0
    viewport->DrawData = draw_data; // Make publicly accessible
5113
0
    viewport->DrawDataBuilder.Layers[0] = &draw_data->CmdLists;
5114
0
    viewport->DrawDataBuilder.Layers[1] = &viewport->DrawDataBuilder.LayerData1;
5115
0
    viewport->DrawDataBuilder.Layers[0]->resize(0);
5116
0
    viewport->DrawDataBuilder.Layers[1]->resize(0);
5117
5118
    // When minimized, we report draw_data->DisplaySize as zero to be consistent with non-viewport mode,
5119
    // and to allow applications/backends to easily skip rendering.
5120
    // FIXME: Note that we however do NOT attempt to report "zero drawlist / vertices" into the ImDrawData structure.
5121
    // This is because the work has been done already, and its wasted! We should fix that and add optimizations for
5122
    // it earlier in the pipeline, rather than pretend to hide the data at the end of the pipeline.
5123
0
    const bool is_minimized = (viewport->Flags & ImGuiViewportFlags_IsMinimized) != 0;
5124
5125
0
    draw_data->Valid = true;
5126
0
    draw_data->CmdListsCount = 0;
5127
0
    draw_data->TotalVtxCount = draw_data->TotalIdxCount = 0;
5128
0
    draw_data->DisplayPos = viewport->Pos;
5129
0
    draw_data->DisplaySize = is_minimized ? ImVec2(0.0f, 0.0f) : viewport->Size;
5130
0
    draw_data->FramebufferScale = io.DisplayFramebufferScale; // FIXME-VIEWPORT: This may vary on a per-monitor/viewport basis?
5131
0
    draw_data->OwnerViewport = viewport;
5132
0
}
5133
5134
// Push a clipping rectangle for both ImGui logic (hit-testing etc.) and low-level ImDrawList rendering.
5135
// - When using this function it is sane to ensure that float are perfectly rounded to integer values,
5136
//   so that e.g. (int)(max.x-min.x) in user's render produce correct result.
5137
// - If the code here changes, may need to update code of functions like NextColumn() and PushColumnClipRect():
5138
//   some frequently called functions which to modify both channels and clipping simultaneously tend to use the
5139
//   more specialized SetWindowClipRectBeforeSetChannel() to avoid extraneous updates of underlying ImDrawCmds.
5140
void ImGui::PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect)
5141
0
{
5142
0
    ImGuiWindow* window = GetCurrentWindow();
5143
0
    window->DrawList->PushClipRect(clip_rect_min, clip_rect_max, intersect_with_current_clip_rect);
5144
0
    window->ClipRect = window->DrawList->_ClipRectStack.back();
5145
0
}
5146
5147
void ImGui::PopClipRect()
5148
0
{
5149
0
    ImGuiWindow* window = GetCurrentWindow();
5150
0
    window->DrawList->PopClipRect();
5151
0
    window->ClipRect = window->DrawList->_ClipRectStack.back();
5152
0
}
5153
5154
static ImGuiWindow* FindFrontMostVisibleChildWindow(ImGuiWindow* window)
5155
0
{
5156
0
    for (int n = window->DC.ChildWindows.Size - 1; n >= 0; n--)
5157
0
        if (IsWindowActiveAndVisible(window->DC.ChildWindows[n]))
5158
0
            return FindFrontMostVisibleChildWindow(window->DC.ChildWindows[n]);
5159
0
    return window;
5160
0
}
5161
5162
static void ImGui::RenderDimmedBackgroundBehindWindow(ImGuiWindow* window, ImU32 col)
5163
0
{
5164
0
    if ((col & IM_COL32_A_MASK) == 0)
5165
0
        return;
5166
5167
0
    ImGuiViewportP* viewport = window->Viewport;
5168
0
    ImRect viewport_rect = viewport->GetMainRect();
5169
5170
    // Draw behind window by moving the draw command at the FRONT of the draw list
5171
0
    {
5172
        // Draw list have been trimmed already, hence the explicit recreation of a draw command if missing.
5173
        // FIXME: This is creating complication, might be simpler if we could inject a drawlist in drawdata at a given position and not attempt to manipulate ImDrawCmd order.
5174
0
        ImDrawList* draw_list = window->RootWindowDockTree->DrawList;
5175
0
        draw_list->ChannelsMerge();
5176
0
        if (draw_list->CmdBuffer.Size == 0)
5177
0
            draw_list->AddDrawCmd();
5178
0
        draw_list->PushClipRect(viewport_rect.Min - ImVec2(1, 1), viewport_rect.Max + ImVec2(1, 1), false); // FIXME: Need to stricty ensure ImDrawCmd are not merged (ElemCount==6 checks below will verify that)
5179
0
        draw_list->AddRectFilled(viewport_rect.Min, viewport_rect.Max, col);
5180
0
        ImDrawCmd cmd = draw_list->CmdBuffer.back();
5181
0
        IM_ASSERT(cmd.ElemCount == 6);
5182
0
        draw_list->CmdBuffer.pop_back();
5183
0
        draw_list->CmdBuffer.push_front(cmd);
5184
0
        draw_list->AddDrawCmd(); // We need to create a command as CmdBuffer.back().IdxOffset won't be correct if we append to same command.
5185
0
        draw_list->PopClipRect();
5186
0
    }
5187
5188
    // Draw over sibling docking nodes in a same docking tree
5189
0
    if (window->RootWindow->DockIsActive)
5190
0
    {
5191
0
        ImDrawList* draw_list = FindFrontMostVisibleChildWindow(window->RootWindowDockTree)->DrawList;
5192
0
        draw_list->ChannelsMerge();
5193
0
        if (draw_list->CmdBuffer.Size == 0)
5194
0
            draw_list->AddDrawCmd();
5195
0
        draw_list->PushClipRect(viewport_rect.Min, viewport_rect.Max, false);
5196
0
        RenderRectFilledWithHole(draw_list, window->RootWindowDockTree->Rect(), window->RootWindow->Rect(), col, 0.0f);// window->RootWindowDockTree->WindowRounding);
5197
0
        draw_list->PopClipRect();
5198
0
    }
5199
0
}
5200
5201
ImGuiWindow* ImGui::FindBottomMostVisibleWindowWithinBeginStack(ImGuiWindow* parent_window)
5202
0
{
5203
0
    ImGuiContext& g = *GImGui;
5204
0
    ImGuiWindow* bottom_most_visible_window = parent_window;
5205
0
    for (int i = FindWindowDisplayIndex(parent_window); i >= 0; i--)
5206
0
    {
5207
0
        ImGuiWindow* window = g.Windows[i];
5208
0
        if (window->Flags & ImGuiWindowFlags_ChildWindow)
5209
0
            continue;
5210
0
        if (!IsWindowWithinBeginStackOf(window, parent_window))
5211
0
            break;
5212
0
        if (IsWindowActiveAndVisible(window) && GetWindowDisplayLayer(window) <= GetWindowDisplayLayer(parent_window))
5213
0
            bottom_most_visible_window = window;
5214
0
    }
5215
0
    return bottom_most_visible_window;
5216
0
}
5217
5218
// Important: AddWindowToDrawData() has not been called yet, meaning DockNodeHost windows needs a DrawList->ChannelsMerge() before usage.
5219
// We call ChannelsMerge() lazily here at it is faster that doing a full iteration of g.Windows[] prior to calling RenderDimmedBackgrounds().
5220
static void ImGui::RenderDimmedBackgrounds()
5221
0
{
5222
0
    ImGuiContext& g = *GImGui;
5223
0
    ImGuiWindow* modal_window = GetTopMostAndVisiblePopupModal();
5224
0
    if (g.DimBgRatio <= 0.0f && g.NavWindowingHighlightAlpha <= 0.0f)
5225
0
        return;
5226
0
    const bool dim_bg_for_modal = (modal_window != NULL);
5227
0
    const bool dim_bg_for_window_list = (g.NavWindowingTargetAnim != NULL && g.NavWindowingTargetAnim->Active);
5228
0
    if (!dim_bg_for_modal && !dim_bg_for_window_list)
5229
0
        return;
5230
5231
0
    ImGuiViewport* viewports_already_dimmed[2] = { NULL, NULL };
5232
0
    if (dim_bg_for_modal)
5233
0
    {
5234
        // Draw dimming behind modal or a begin stack child, whichever comes first in draw order.
5235
0
        ImGuiWindow* dim_behind_window = FindBottomMostVisibleWindowWithinBeginStack(modal_window);
5236
0
        RenderDimmedBackgroundBehindWindow(dim_behind_window, GetColorU32(modal_window->DC.ModalDimBgColor, g.DimBgRatio));
5237
0
        viewports_already_dimmed[0] = modal_window->Viewport;
5238
0
    }
5239
0
    else if (dim_bg_for_window_list)
5240
0
    {
5241
        // Draw dimming behind CTRL+Tab target window and behind CTRL+Tab UI window
5242
0
        RenderDimmedBackgroundBehindWindow(g.NavWindowingTargetAnim, GetColorU32(ImGuiCol_NavWindowingDimBg, g.DimBgRatio));
5243
0
        if (g.NavWindowingListWindow != NULL && g.NavWindowingListWindow->Viewport && g.NavWindowingListWindow->Viewport != g.NavWindowingTargetAnim->Viewport)
5244
0
            RenderDimmedBackgroundBehindWindow(g.NavWindowingListWindow, GetColorU32(ImGuiCol_NavWindowingDimBg, g.DimBgRatio));
5245
0
        viewports_already_dimmed[0] = g.NavWindowingTargetAnim->Viewport;
5246
0
        viewports_already_dimmed[1] = g.NavWindowingListWindow ? g.NavWindowingListWindow->Viewport : NULL;
5247
5248
        // Draw border around CTRL+Tab target window
5249
0
        ImGuiWindow* window = g.NavWindowingTargetAnim;
5250
0
        ImGuiViewport* viewport = window->Viewport;
5251
0
        float distance = g.FontSize;
5252
0
        ImRect bb = window->Rect();
5253
0
        bb.Expand(distance);
5254
0
        if (bb.GetWidth() >= viewport->Size.x && bb.GetHeight() >= viewport->Size.y)
5255
0
            bb.Expand(-distance - 1.0f); // If a window fits the entire viewport, adjust its highlight inward
5256
0
        window->DrawList->ChannelsMerge();
5257
0
        if (window->DrawList->CmdBuffer.Size == 0)
5258
0
            window->DrawList->AddDrawCmd();
5259
0
        window->DrawList->PushClipRect(viewport->Pos, viewport->Pos + viewport->Size);
5260
0
        window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha), window->WindowRounding, 0, 3.0f);
5261
0
        window->DrawList->PopClipRect();
5262
0
    }
5263
5264
    // Draw dimming background on _other_ viewports than the ones our windows are in
5265
0
    for (ImGuiViewportP* viewport : g.Viewports)
5266
0
    {
5267
0
        if (viewport == viewports_already_dimmed[0] || viewport == viewports_already_dimmed[1])
5268
0
            continue;
5269
0
        if (modal_window && viewport->Window && IsWindowAbove(viewport->Window, modal_window))
5270
0
            continue;
5271
0
        ImDrawList* draw_list = GetForegroundDrawList(viewport);
5272
0
        const ImU32 dim_bg_col = GetColorU32(dim_bg_for_modal ? ImGuiCol_ModalWindowDimBg : ImGuiCol_NavWindowingDimBg, g.DimBgRatio);
5273
0
        draw_list->AddRectFilled(viewport->Pos, viewport->Pos + viewport->Size, dim_bg_col);
5274
0
    }
5275
0
}
5276
5277
// This is normally called by Render(). You may want to call it directly if you want to avoid calling Render() but the gain will be very minimal.
5278
void ImGui::EndFrame()
5279
0
{
5280
0
    ImGuiContext& g = *GImGui;
5281
0
    IM_ASSERT(g.Initialized);
5282
5283
    // Don't process EndFrame() multiple times.
5284
0
    if (g.FrameCountEnded == g.FrameCount)
5285
0
        return;
5286
0
    IM_ASSERT(g.WithinFrameScope && "Forgot to call ImGui::NewFrame()?");
5287
5288
0
    CallContextHooks(&g, ImGuiContextHookType_EndFramePre);
5289
5290
0
    ErrorCheckEndFrameSanityChecks();
5291
5292
    // Notify Platform/OS when our Input Method Editor cursor has moved (e.g. CJK inputs using Microsoft IME)
5293
0
    ImGuiPlatformImeData* ime_data = &g.PlatformImeData;
5294
0
    if (g.IO.SetPlatformImeDataFn && memcmp(ime_data, &g.PlatformImeDataPrev, sizeof(ImGuiPlatformImeData)) != 0)
5295
0
    {
5296
0
        ImGuiViewport* viewport = FindViewportByID(g.PlatformImeViewport);
5297
0
        IMGUI_DEBUG_LOG_IO("[io] Calling io.SetPlatformImeDataFn(): WantVisible: %d, InputPos (%.2f,%.2f)\n", ime_data->WantVisible, ime_data->InputPos.x, ime_data->InputPos.y);
5298
0
        if (viewport == NULL)
5299
0
            viewport = GetMainViewport();
5300
0
        g.IO.SetPlatformImeDataFn(viewport, ime_data);
5301
0
    }
5302
5303
    // Hide implicit/fallback "Debug" window if it hasn't been used
5304
0
    g.WithinFrameScopeWithImplicitWindow = false;
5305
0
    if (g.CurrentWindow && !g.CurrentWindow->WriteAccessed)
5306
0
        g.CurrentWindow->Active = false;
5307
0
    End();
5308
5309
    // Update navigation: CTRL+Tab, wrap-around requests
5310
0
    NavEndFrame();
5311
5312
    // Update docking
5313
0
    DockContextEndFrame(&g);
5314
5315
0
    SetCurrentViewport(NULL, NULL);
5316
5317
    // Drag and Drop: Elapse payload (if delivered, or if source stops being submitted)
5318
0
    if (g.DragDropActive)
5319
0
    {
5320
0
        bool is_delivered = g.DragDropPayload.Delivery;
5321
0
        bool is_elapsed = (g.DragDropPayload.DataFrameCount + 1 < g.FrameCount) && ((g.DragDropSourceFlags & ImGuiDragDropFlags_SourceAutoExpirePayload) || !IsMouseDown(g.DragDropMouseButton));
5322
0
        if (is_delivered || is_elapsed)
5323
0
            ClearDragDrop();
5324
0
    }
5325
5326
    // Drag and Drop: Fallback for source tooltip. This is not ideal but better than nothing.
5327
0
    if (g.DragDropActive && g.DragDropSourceFrameCount < g.FrameCount && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoPreviewTooltip))
5328
0
    {
5329
0
        g.DragDropWithinSource = true;
5330
0
        SetTooltip("...");
5331
0
        g.DragDropWithinSource = false;
5332
0
    }
5333
5334
    // End frame
5335
0
    g.WithinFrameScope = false;
5336
0
    g.FrameCountEnded = g.FrameCount;
5337
5338
    // Initiate moving window + handle left-click and right-click focus
5339
0
    UpdateMouseMovingWindowEndFrame();
5340
5341
    // Update user-facing viewport list (g.Viewports -> g.PlatformIO.Viewports after filtering out some)
5342
0
    UpdateViewportsEndFrame();
5343
5344
    // Sort the window list so that all child windows are after their parent
5345
    // We cannot do that on FocusWindow() because children may not exist yet
5346
0
    g.WindowsTempSortBuffer.resize(0);
5347
0
    g.WindowsTempSortBuffer.reserve(g.Windows.Size);
5348
0
    for (ImGuiWindow* window : g.Windows)
5349
0
    {
5350
0
        if (window->Active && (window->Flags & ImGuiWindowFlags_ChildWindow))       // if a child is active its parent will add it
5351
0
            continue;
5352
0
        AddWindowToSortBuffer(&g.WindowsTempSortBuffer, window);
5353
0
    }
5354
5355
    // This usually assert if there is a mismatch between the ImGuiWindowFlags_ChildWindow / ParentWindow values and DC.ChildWindows[] in parents, aka we've done something wrong.
5356
0
    IM_ASSERT(g.Windows.Size == g.WindowsTempSortBuffer.Size);
5357
0
    g.Windows.swap(g.WindowsTempSortBuffer);
5358
0
    g.IO.MetricsActiveWindows = g.WindowsActiveCount;
5359
5360
    // Unlock font atlas
5361
0
    g.IO.Fonts->Locked = false;
5362
5363
    // Clear Input data for next frame
5364
0
    g.IO.MousePosPrev = g.IO.MousePos;
5365
0
    g.IO.AppFocusLost = false;
5366
0
    g.IO.MouseWheel = g.IO.MouseWheelH = 0.0f;
5367
0
    g.IO.InputQueueCharacters.resize(0);
5368
5369
0
    CallContextHooks(&g, ImGuiContextHookType_EndFramePost);
5370
0
}
5371
5372
// Prepare the data for rendering so you can call GetDrawData()
5373
// (As with anything within the ImGui:: namspace this doesn't touch your GPU or graphics API at all:
5374
// it is the role of the ImGui_ImplXXXX_RenderDrawData() function provided by the renderer backend)
5375
void ImGui::Render()
5376
0
{
5377
0
    ImGuiContext& g = *GImGui;
5378
0
    IM_ASSERT(g.Initialized);
5379
5380
0
    if (g.FrameCountEnded != g.FrameCount)
5381
0
        EndFrame();
5382
0
    if (g.FrameCountRendered == g.FrameCount)
5383
0
        return;
5384
0
    g.FrameCountRendered = g.FrameCount;
5385
5386
0
    g.IO.MetricsRenderWindows = 0;
5387
0
    CallContextHooks(&g, ImGuiContextHookType_RenderPre);
5388
5389
    // Add background ImDrawList (for each active viewport)
5390
0
    for (ImGuiViewportP* viewport : g.Viewports)
5391
0
    {
5392
0
        InitViewportDrawData(viewport);
5393
0
        if (viewport->BgFgDrawLists[0] != NULL)
5394
0
            AddDrawListToDrawDataEx(&viewport->DrawDataP, viewport->DrawDataBuilder.Layers[0], GetBackgroundDrawList(viewport));
5395
0
    }
5396
5397
    // Draw modal/window whitening backgrounds
5398
0
    RenderDimmedBackgrounds();
5399
5400
    // Add ImDrawList to render
5401
0
    ImGuiWindow* windows_to_render_top_most[2];
5402
0
    windows_to_render_top_most[0] = (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus)) ? g.NavWindowingTarget->RootWindowDockTree : NULL;
5403
0
    windows_to_render_top_most[1] = (g.NavWindowingTarget ? g.NavWindowingListWindow : NULL);
5404
0
    for (ImGuiWindow* window : g.Windows)
5405
0
    {
5406
0
        IM_MSVC_WARNING_SUPPRESS(6011); // Static Analysis false positive "warning C6011: Dereferencing NULL pointer 'window'"
5407
0
        if (IsWindowActiveAndVisible(window) && (window->Flags & ImGuiWindowFlags_ChildWindow) == 0 && window != windows_to_render_top_most[0] && window != windows_to_render_top_most[1])
5408
0
            AddRootWindowToDrawData(window);
5409
0
    }
5410
0
    for (int n = 0; n < IM_ARRAYSIZE(windows_to_render_top_most); n++)
5411
0
        if (windows_to_render_top_most[n] && IsWindowActiveAndVisible(windows_to_render_top_most[n])) // NavWindowingTarget is always temporarily displayed as the top-most window
5412
0
            AddRootWindowToDrawData(windows_to_render_top_most[n]);
5413
5414
    // Draw software mouse cursor if requested by io.MouseDrawCursor flag
5415
0
    if (g.IO.MouseDrawCursor && g.MouseCursor != ImGuiMouseCursor_None)
5416
0
        RenderMouseCursor(g.IO.MousePos, g.Style.MouseCursorScale, g.MouseCursor, IM_COL32_WHITE, IM_COL32_BLACK, IM_COL32(0, 0, 0, 48));
5417
5418
    // Setup ImDrawData structures for end-user
5419
0
    g.IO.MetricsRenderVertices = g.IO.MetricsRenderIndices = 0;
5420
0
    for (ImGuiViewportP* viewport : g.Viewports)
5421
0
    {
5422
0
        FlattenDrawDataIntoSingleLayer(&viewport->DrawDataBuilder);
5423
5424
        // Add foreground ImDrawList (for each active viewport)
5425
0
        if (viewport->BgFgDrawLists[1] != NULL)
5426
0
            AddDrawListToDrawDataEx(&viewport->DrawDataP, viewport->DrawDataBuilder.Layers[0], GetForegroundDrawList(viewport));
5427
5428
        // We call _PopUnusedDrawCmd() last thing, as RenderDimmedBackgrounds() rely on a valid command being there (especially in docking branch).
5429
0
        ImDrawData* draw_data = &viewport->DrawDataP;
5430
0
        IM_ASSERT(draw_data->CmdLists.Size == draw_data->CmdListsCount);
5431
0
        for (ImDrawList* draw_list : draw_data->CmdLists)
5432
0
            draw_list->_PopUnusedDrawCmd();
5433
5434
0
        g.IO.MetricsRenderVertices += draw_data->TotalVtxCount;
5435
0
        g.IO.MetricsRenderIndices += draw_data->TotalIdxCount;
5436
0
    }
5437
5438
0
    CallContextHooks(&g, ImGuiContextHookType_RenderPost);
5439
0
}
5440
5441
// Calculate text size. Text can be multi-line. Optionally ignore text after a ## marker.
5442
// CalcTextSize("") should return ImVec2(0.0f, g.FontSize)
5443
ImVec2 ImGui::CalcTextSize(const char* text, const char* text_end, bool hide_text_after_double_hash, float wrap_width)
5444
0
{
5445
0
    ImGuiContext& g = *GImGui;
5446
5447
0
    const char* text_display_end;
5448
0
    if (hide_text_after_double_hash)
5449
0
        text_display_end = FindRenderedTextEnd(text, text_end);      // Hide anything after a '##' string
5450
0
    else
5451
0
        text_display_end = text_end;
5452
5453
0
    ImFont* font = g.Font;
5454
0
    const float font_size = g.FontSize;
5455
0
    if (text == text_display_end)
5456
0
        return ImVec2(0.0f, font_size);
5457
0
    ImVec2 text_size = font->CalcTextSizeA(font_size, FLT_MAX, wrap_width, text, text_display_end, NULL);
5458
5459
    // Round
5460
    // FIXME: This has been here since Dec 2015 (7b0bf230) but down the line we want this out.
5461
    // FIXME: Investigate using ceilf or e.g.
5462
    // - https://git.musl-libc.org/cgit/musl/tree/src/math/ceilf.c
5463
    // - https://embarkstudios.github.io/rust-gpu/api/src/libm/math/ceilf.rs.html
5464
0
    text_size.x = IM_TRUNC(text_size.x + 0.99999f);
5465
5466
0
    return text_size;
5467
0
}
5468
5469
// Find window given position, search front-to-back
5470
// FIXME: Note that we have an inconsequential lag here: OuterRectClipped is updated in Begin(), so windows moved programmatically
5471
// with SetWindowPos() and not SetNextWindowPos() will have that rectangle lagging by a frame at the time FindHoveredWindow() is
5472
// called, aka before the next Begin(). Moving window isn't affected.
5473
static void FindHoveredWindow()
5474
0
{
5475
0
    ImGuiContext& g = *GImGui;
5476
5477
    // Special handling for the window being moved: Ignore the mouse viewport check (because it may reset/lose its viewport during the undocking frame)
5478
0
    ImGuiViewportP* moving_window_viewport = g.MovingWindow ? g.MovingWindow->Viewport : NULL;
5479
0
    if (g.MovingWindow)
5480
0
        g.MovingWindow->Viewport = g.MouseViewport;
5481
5482
0
    ImGuiWindow* hovered_window = NULL;
5483
0
    ImGuiWindow* hovered_window_ignoring_moving_window = NULL;
5484
0
    if (g.MovingWindow && !(g.MovingWindow->Flags & ImGuiWindowFlags_NoMouseInputs))
5485
0
        hovered_window = g.MovingWindow;
5486
5487
0
    ImVec2 padding_regular = g.Style.TouchExtraPadding;
5488
0
    ImVec2 padding_for_resize = g.IO.ConfigWindowsResizeFromEdges ? g.WindowsHoverPadding : padding_regular;
5489
0
    for (int i = g.Windows.Size - 1; i >= 0; i--)
5490
0
    {
5491
0
        ImGuiWindow* window = g.Windows[i];
5492
0
        IM_MSVC_WARNING_SUPPRESS(28182); // [Static Analyzer] Dereferencing NULL pointer.
5493
0
        if (!window->Active || window->Hidden)
5494
0
            continue;
5495
0
        if (window->Flags & ImGuiWindowFlags_NoMouseInputs)
5496
0
            continue;
5497
0
        IM_ASSERT(window->Viewport);
5498
0
        if (window->Viewport != g.MouseViewport)
5499
0
            continue;
5500
5501
        // Using the clipped AABB, a child window will typically be clipped by its parent (not always)
5502
0
        ImVec2 hit_padding = (window->Flags & (ImGuiWindowFlags_NoResize | ImGuiWindowFlags_AlwaysAutoResize)) ? padding_regular : padding_for_resize;
5503
0
        if (!window->OuterRectClipped.ContainsWithPad(g.IO.MousePos, hit_padding))
5504
0
            continue;
5505
5506
        // Support for one rectangular hole in any given window
5507
        // FIXME: Consider generalizing hit-testing override (with more generic data, callback, etc.) (#1512)
5508
0
        if (window->HitTestHoleSize.x != 0)
5509
0
        {
5510
0
            ImVec2 hole_pos(window->Pos.x + (float)window->HitTestHoleOffset.x, window->Pos.y + (float)window->HitTestHoleOffset.y);
5511
0
            ImVec2 hole_size((float)window->HitTestHoleSize.x, (float)window->HitTestHoleSize.y);
5512
0
            if (ImRect(hole_pos, hole_pos + hole_size).Contains(g.IO.MousePos))
5513
0
                continue;
5514
0
        }
5515
5516
0
        if (hovered_window == NULL)
5517
0
            hovered_window = window;
5518
0
        IM_MSVC_WARNING_SUPPRESS(28182); // [Static Analyzer] Dereferencing NULL pointer.
5519
0
        if (hovered_window_ignoring_moving_window == NULL && (!g.MovingWindow || window->RootWindowDockTree != g.MovingWindow->RootWindowDockTree))
5520
0
            hovered_window_ignoring_moving_window = window;
5521
0
        if (hovered_window && hovered_window_ignoring_moving_window)
5522
0
            break;
5523
0
    }
5524
5525
0
    g.HoveredWindow = hovered_window;
5526
0
    g.HoveredWindowUnderMovingWindow = hovered_window_ignoring_moving_window;
5527
5528
0
    if (g.MovingWindow)
5529
0
        g.MovingWindow->Viewport = moving_window_viewport;
5530
0
}
5531
5532
bool ImGui::IsItemActive()
5533
0
{
5534
0
    ImGuiContext& g = *GImGui;
5535
0
    if (g.ActiveId)
5536
0
        return g.ActiveId == g.LastItemData.ID;
5537
0
    return false;
5538
0
}
5539
5540
bool ImGui::IsItemActivated()
5541
0
{
5542
0
    ImGuiContext& g = *GImGui;
5543
0
    if (g.ActiveId)
5544
0
        if (g.ActiveId == g.LastItemData.ID && g.ActiveIdPreviousFrame != g.LastItemData.ID)
5545
0
            return true;
5546
0
    return false;
5547
0
}
5548
5549
bool ImGui::IsItemDeactivated()
5550
0
{
5551
0
    ImGuiContext& g = *GImGui;
5552
0
    if (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasDeactivated)
5553
0
        return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Deactivated) != 0;
5554
0
    return (g.ActiveIdPreviousFrame == g.LastItemData.ID && g.ActiveIdPreviousFrame != 0 && g.ActiveId != g.LastItemData.ID);
5555
0
}
5556
5557
bool ImGui::IsItemDeactivatedAfterEdit()
5558
0
{
5559
0
    ImGuiContext& g = *GImGui;
5560
0
    return IsItemDeactivated() && (g.ActiveIdPreviousFrameHasBeenEditedBefore || (g.ActiveId == 0 && g.ActiveIdHasBeenEditedBefore));
5561
0
}
5562
5563
// == GetItemID() == GetFocusID()
5564
bool ImGui::IsItemFocused()
5565
0
{
5566
0
    ImGuiContext& g = *GImGui;
5567
0
    if (g.NavId != g.LastItemData.ID || g.NavId == 0)
5568
0
        return false;
5569
5570
    // Special handling for the dummy item after Begin() which represent the title bar or tab.
5571
    // When the window is collapsed (SkipItems==true) that last item will never be overwritten so we need to detect the case.
5572
0
    ImGuiWindow* window = g.CurrentWindow;
5573
0
    if (g.LastItemData.ID == window->ID && window->WriteAccessed)
5574
0
        return false;
5575
5576
0
    return true;
5577
0
}
5578
5579
// Important: this can be useful but it is NOT equivalent to the behavior of e.g.Button()!
5580
// Most widgets have specific reactions based on mouse-up/down state, mouse position etc.
5581
bool ImGui::IsItemClicked(ImGuiMouseButton mouse_button)
5582
0
{
5583
0
    return IsMouseClicked(mouse_button) && IsItemHovered(ImGuiHoveredFlags_None);
5584
0
}
5585
5586
bool ImGui::IsItemToggledOpen()
5587
0
{
5588
0
    ImGuiContext& g = *GImGui;
5589
0
    return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_ToggledOpen) ? true : false;
5590
0
}
5591
5592
bool ImGui::IsItemToggledSelection()
5593
0
{
5594
0
    ImGuiContext& g = *GImGui;
5595
0
    return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_ToggledSelection) ? true : false;
5596
0
}
5597
5598
// IMPORTANT: If you are trying to check whether your mouse should be dispatched to Dear ImGui or to your underlying app,
5599
// you should not use this function! Use the 'io.WantCaptureMouse' boolean for that!
5600
// Refer to FAQ entry "How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?" for details.
5601
bool ImGui::IsAnyItemHovered()
5602
0
{
5603
0
    ImGuiContext& g = *GImGui;
5604
0
    return g.HoveredId != 0 || g.HoveredIdPreviousFrame != 0;
5605
0
}
5606
5607
bool ImGui::IsAnyItemActive()
5608
0
{
5609
0
    ImGuiContext& g = *GImGui;
5610
0
    return g.ActiveId != 0;
5611
0
}
5612
5613
bool ImGui::IsAnyItemFocused()
5614
0
{
5615
0
    ImGuiContext& g = *GImGui;
5616
0
    return g.NavId != 0 && !g.NavDisableHighlight;
5617
0
}
5618
5619
bool ImGui::IsItemVisible()
5620
0
{
5621
0
    ImGuiContext& g = *GImGui;
5622
0
    return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Visible) != 0;
5623
0
}
5624
5625
bool ImGui::IsItemEdited()
5626
0
{
5627
0
    ImGuiContext& g = *GImGui;
5628
0
    return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Edited) != 0;
5629
0
}
5630
5631
// Allow next item to be overlapped by subsequent items.
5632
// This works by requiring HoveredId to match for two subsequent frames,
5633
// so if a following items overwrite it our interactions will naturally be disabled.
5634
void ImGui::SetNextItemAllowOverlap()
5635
0
{
5636
0
    ImGuiContext& g = *GImGui;
5637
0
    g.NextItemData.ItemFlags |= ImGuiItemFlags_AllowOverlap;
5638
0
}
5639
5640
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
5641
// Allow last item to be overlapped by a subsequent item. Both may be activated during the same frame before the later one takes priority.
5642
// FIXME-LEGACY: Use SetNextItemAllowOverlap() *before* your item instead.
5643
void ImGui::SetItemAllowOverlap()
5644
{
5645
    ImGuiContext& g = *GImGui;
5646
    ImGuiID id = g.LastItemData.ID;
5647
    if (g.HoveredId == id)
5648
        g.HoveredIdAllowOverlap = true;
5649
    if (g.ActiveId == id) // Before we made this obsolete, most calls to SetItemAllowOverlap() used to avoid this path by testing g.ActiveId != id.
5650
        g.ActiveIdAllowOverlap = true;
5651
}
5652
#endif
5653
5654
// FIXME: It might be undesirable that this will likely disable KeyOwner-aware shortcuts systems. Consider a more fine-tuned version for the two users of this function.
5655
void ImGui::SetActiveIdUsingAllKeyboardKeys()
5656
0
{
5657
0
    ImGuiContext& g = *GImGui;
5658
0
    IM_ASSERT(g.ActiveId != 0);
5659
0
    g.ActiveIdUsingNavDirMask = (1 << ImGuiDir_COUNT) - 1;
5660
0
    g.ActiveIdUsingAllKeyboardKeys = true;
5661
0
    NavMoveRequestCancel();
5662
0
}
5663
5664
ImGuiID ImGui::GetItemID()
5665
0
{
5666
0
    ImGuiContext& g = *GImGui;
5667
0
    return g.LastItemData.ID;
5668
0
}
5669
5670
ImVec2 ImGui::GetItemRectMin()
5671
0
{
5672
0
    ImGuiContext& g = *GImGui;
5673
0
    return g.LastItemData.Rect.Min;
5674
0
}
5675
5676
ImVec2 ImGui::GetItemRectMax()
5677
0
{
5678
0
    ImGuiContext& g = *GImGui;
5679
0
    return g.LastItemData.Rect.Max;
5680
0
}
5681
5682
ImVec2 ImGui::GetItemRectSize()
5683
0
{
5684
0
    ImGuiContext& g = *GImGui;
5685
0
    return g.LastItemData.Rect.GetSize();
5686
0
}
5687
5688
// Prior to v1.90 2023/10/16, the BeginChild() function took a 'bool border = false' parameter instead of 'ImGuiChildFlags child_flags = 0'.
5689
// ImGuiChildFlags_Border is defined as always == 1 in order to allow old code passing 'true'. Read comments in imgui.h for details!
5690
bool ImGui::BeginChild(const char* str_id, const ImVec2& size_arg, ImGuiChildFlags child_flags, ImGuiWindowFlags window_flags)
5691
0
{
5692
0
    ImGuiID id = GetCurrentWindow()->GetID(str_id);
5693
0
    return BeginChildEx(str_id, id, size_arg, child_flags, window_flags);
5694
0
}
5695
5696
bool ImGui::BeginChild(ImGuiID id, const ImVec2& size_arg, ImGuiChildFlags child_flags, ImGuiWindowFlags window_flags)
5697
0
{
5698
0
    return BeginChildEx(NULL, id, size_arg, child_flags, window_flags);
5699
0
}
5700
5701
bool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, ImGuiChildFlags child_flags, ImGuiWindowFlags window_flags)
5702
0
{
5703
0
    ImGuiContext& g = *GImGui;
5704
0
    ImGuiWindow* parent_window = g.CurrentWindow;
5705
0
    IM_ASSERT(id != 0);
5706
5707
    // Sanity check as it is likely that some user will accidentally pass ImGuiWindowFlags into the ImGuiChildFlags argument.
5708
0
    const ImGuiChildFlags ImGuiChildFlags_SupportedMask_ = ImGuiChildFlags_Border | ImGuiChildFlags_AlwaysUseWindowPadding | ImGuiChildFlags_ResizeX | ImGuiChildFlags_ResizeY | ImGuiChildFlags_AutoResizeX | ImGuiChildFlags_AutoResizeY | ImGuiChildFlags_AlwaysAutoResize | ImGuiChildFlags_FrameStyle;
5709
0
    IM_UNUSED(ImGuiChildFlags_SupportedMask_);
5710
0
    IM_ASSERT((child_flags & ~ImGuiChildFlags_SupportedMask_) == 0 && "Illegal ImGuiChildFlags value. Did you pass ImGuiWindowFlags values instead of ImGuiChildFlags?");
5711
0
    IM_ASSERT((window_flags & ImGuiWindowFlags_AlwaysAutoResize) == 0 && "Cannot specify ImGuiWindowFlags_AlwaysAutoResize for BeginChild(). Use ImGuiChildFlags_AlwaysAutoResize!");
5712
0
    if (child_flags & ImGuiChildFlags_AlwaysAutoResize)
5713
0
    {
5714
0
        IM_ASSERT((child_flags & (ImGuiChildFlags_ResizeX | ImGuiChildFlags_ResizeY)) == 0 && "Cannot use ImGuiChildFlags_ResizeX or ImGuiChildFlags_ResizeY with ImGuiChildFlags_AlwaysAutoResize!");
5715
0
        IM_ASSERT((child_flags & (ImGuiChildFlags_AutoResizeX | ImGuiChildFlags_AutoResizeY)) != 0 && "Must use ImGuiChildFlags_AutoResizeX or ImGuiChildFlags_AutoResizeY with ImGuiChildFlags_AlwaysAutoResize!");
5716
0
    }
5717
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
5718
    if (window_flags & ImGuiWindowFlags_AlwaysUseWindowPadding)
5719
        child_flags |= ImGuiChildFlags_AlwaysUseWindowPadding;
5720
#endif
5721
0
    if (child_flags & ImGuiChildFlags_AutoResizeX)
5722
0
        child_flags &= ~ImGuiChildFlags_ResizeX;
5723
0
    if (child_flags & ImGuiChildFlags_AutoResizeY)
5724
0
        child_flags &= ~ImGuiChildFlags_ResizeY;
5725
5726
    // Set window flags
5727
0
    window_flags |= ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoDocking;
5728
0
    window_flags |= (parent_window->Flags & ImGuiWindowFlags_NoMove); // Inherit the NoMove flag
5729
0
    if (child_flags & (ImGuiChildFlags_AutoResizeX | ImGuiChildFlags_AutoResizeY | ImGuiChildFlags_AlwaysAutoResize))
5730
0
        window_flags |= ImGuiWindowFlags_AlwaysAutoResize;
5731
0
    if ((child_flags & (ImGuiChildFlags_ResizeX | ImGuiChildFlags_ResizeY)) == 0)
5732
0
        window_flags |= ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings;
5733
5734
    // Special framed style
5735
0
    if (child_flags & ImGuiChildFlags_FrameStyle)
5736
0
    {
5737
0
        PushStyleColor(ImGuiCol_ChildBg, g.Style.Colors[ImGuiCol_FrameBg]);
5738
0
        PushStyleVar(ImGuiStyleVar_ChildRounding, g.Style.FrameRounding);
5739
0
        PushStyleVar(ImGuiStyleVar_ChildBorderSize, g.Style.FrameBorderSize);
5740
0
        PushStyleVar(ImGuiStyleVar_WindowPadding, g.Style.FramePadding);
5741
0
        child_flags |= ImGuiChildFlags_Border | ImGuiChildFlags_AlwaysUseWindowPadding;
5742
0
        window_flags |= ImGuiWindowFlags_NoMove;
5743
0
    }
5744
5745
    // Forward child flags
5746
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasChildFlags;
5747
0
    g.NextWindowData.ChildFlags = child_flags;
5748
5749
    // Forward size
5750
    // Important: Begin() has special processing to switch condition to ImGuiCond_FirstUseEver for a given axis when ImGuiChildFlags_ResizeXXX is set.
5751
    // (the alternative would to store conditional flags per axis, which is possible but more code)
5752
0
    const ImVec2 size_avail = GetContentRegionAvail();
5753
0
    const ImVec2 size_default((child_flags & ImGuiChildFlags_AutoResizeX) ? 0.0f : size_avail.x, (child_flags & ImGuiChildFlags_AutoResizeY) ? 0.0f : size_avail.y);
5754
0
    const ImVec2 size = CalcItemSize(size_arg, size_default.x, size_default.y);
5755
0
    SetNextWindowSize(size);
5756
5757
    // Build up name. If you need to append to a same child from multiple location in the ID stack, use BeginChild(ImGuiID id) with a stable value.
5758
    // FIXME: 2023/11/14: commented out shorted version. We had an issue with multiple ### in child window path names, which the trailing hash helped workaround.
5759
    // e.g. "ParentName###ParentIdentifier/ChildName###ChildIdentifier" would get hashed incorrectly by ImHashStr(), trailing _%08X somehow fixes it.
5760
0
    const char* temp_window_name;
5761
    /*if (name && parent_window->IDStack.back() == parent_window->ID)
5762
        ImFormatStringToTempBuffer(&temp_window_name, NULL, "%s/%s", parent_window->Name, name); // May omit ID if in root of ID stack
5763
    else*/
5764
0
    if (name)
5765
0
        ImFormatStringToTempBuffer(&temp_window_name, NULL, "%s/%s_%08X", parent_window->Name, name, id);
5766
0
    else
5767
0
        ImFormatStringToTempBuffer(&temp_window_name, NULL, "%s/%08X", parent_window->Name, id);
5768
5769
    // Set style
5770
0
    const float backup_border_size = g.Style.ChildBorderSize;
5771
0
    if ((child_flags & ImGuiChildFlags_Border) == 0)
5772
0
        g.Style.ChildBorderSize = 0.0f;
5773
5774
    // Begin into window
5775
0
    const bool ret = Begin(temp_window_name, NULL, window_flags);
5776
5777
    // Restore style
5778
0
    g.Style.ChildBorderSize = backup_border_size;
5779
0
    if (child_flags & ImGuiChildFlags_FrameStyle)
5780
0
    {
5781
0
        PopStyleVar(3);
5782
0
        PopStyleColor();
5783
0
    }
5784
5785
0
    ImGuiWindow* child_window = g.CurrentWindow;
5786
0
    child_window->ChildId = id;
5787
5788
    // Set the cursor to handle case where the user called SetNextWindowPos()+BeginChild() manually.
5789
    // While this is not really documented/defined, it seems that the expected thing to do.
5790
0
    if (child_window->BeginCount == 1)
5791
0
        parent_window->DC.CursorPos = child_window->Pos;
5792
5793
    // Process navigation-in immediately so NavInit can run on first frame
5794
    // Can enter a child if (A) it has navigable items or (B) it can be scrolled.
5795
0
    const ImGuiID temp_id_for_activation = ImHashStr("##Child", 0, id);
5796
0
    if (g.ActiveId == temp_id_for_activation)
5797
0
        ClearActiveID();
5798
0
    if (g.NavActivateId == id && !(window_flags & ImGuiWindowFlags_NavFlattened) && (child_window->DC.NavLayersActiveMask != 0 || child_window->DC.NavWindowHasScrollY))
5799
0
    {
5800
0
        FocusWindow(child_window);
5801
0
        NavInitWindow(child_window, false);
5802
0
        SetActiveID(temp_id_for_activation, child_window); // Steal ActiveId with another arbitrary id so that key-press won't activate child item
5803
0
        g.ActiveIdSource = g.NavInputSource;
5804
0
    }
5805
0
    return ret;
5806
0
}
5807
5808
void ImGui::EndChild()
5809
0
{
5810
0
    ImGuiContext& g = *GImGui;
5811
0
    ImGuiWindow* child_window = g.CurrentWindow;
5812
5813
0
    IM_ASSERT(g.WithinEndChild == false);
5814
0
    IM_ASSERT(child_window->Flags & ImGuiWindowFlags_ChildWindow);   // Mismatched BeginChild()/EndChild() calls
5815
5816
0
    g.WithinEndChild = true;
5817
0
    ImVec2 child_size = child_window->Size;
5818
0
    End();
5819
0
    if (child_window->BeginCount == 1)
5820
0
    {
5821
0
        ImGuiWindow* parent_window = g.CurrentWindow;
5822
0
        ImRect bb(parent_window->DC.CursorPos, parent_window->DC.CursorPos + child_size);
5823
0
        ItemSize(child_size);
5824
0
        if ((child_window->DC.NavLayersActiveMask != 0 || child_window->DC.NavWindowHasScrollY) && !(child_window->Flags & ImGuiWindowFlags_NavFlattened))
5825
0
        {
5826
0
            ItemAdd(bb, child_window->ChildId);
5827
0
            RenderNavHighlight(bb, child_window->ChildId);
5828
5829
            // When browsing a window that has no activable items (scroll only) we keep a highlight on the child (pass g.NavId to trick into always displaying)
5830
0
            if (child_window->DC.NavLayersActiveMask == 0 && child_window == g.NavWindow)
5831
0
                RenderNavHighlight(ImRect(bb.Min - ImVec2(2, 2), bb.Max + ImVec2(2, 2)), g.NavId, ImGuiNavHighlightFlags_Compact);
5832
0
        }
5833
0
        else
5834
0
        {
5835
            // Not navigable into
5836
0
            ItemAdd(bb, 0);
5837
5838
            // But when flattened we directly reach items, adjust active layer mask accordingly
5839
0
            if (child_window->Flags & ImGuiWindowFlags_NavFlattened)
5840
0
                parent_window->DC.NavLayersActiveMaskNext |= child_window->DC.NavLayersActiveMaskNext;
5841
0
        }
5842
0
        if (g.HoveredWindow == child_window)
5843
0
            g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow;
5844
0
    }
5845
0
    g.WithinEndChild = false;
5846
0
    g.LogLinePosY = -FLT_MAX; // To enforce a carriage return
5847
0
}
5848
5849
static void SetWindowConditionAllowFlags(ImGuiWindow* window, ImGuiCond flags, bool enabled)
5850
0
{
5851
0
    window->SetWindowPosAllowFlags       = enabled ? (window->SetWindowPosAllowFlags       | flags) : (window->SetWindowPosAllowFlags       & ~flags);
5852
0
    window->SetWindowSizeAllowFlags      = enabled ? (window->SetWindowSizeAllowFlags      | flags) : (window->SetWindowSizeAllowFlags      & ~flags);
5853
0
    window->SetWindowCollapsedAllowFlags = enabled ? (window->SetWindowCollapsedAllowFlags | flags) : (window->SetWindowCollapsedAllowFlags & ~flags);
5854
0
    window->SetWindowDockAllowFlags      = enabled ? (window->SetWindowDockAllowFlags      | flags) : (window->SetWindowDockAllowFlags      & ~flags);
5855
0
}
5856
5857
ImGuiWindow* ImGui::FindWindowByID(ImGuiID id)
5858
0
{
5859
0
    ImGuiContext& g = *GImGui;
5860
0
    return (ImGuiWindow*)g.WindowsById.GetVoidPtr(id);
5861
0
}
5862
5863
ImGuiWindow* ImGui::FindWindowByName(const char* name)
5864
0
{
5865
0
    ImGuiID id = ImHashStr(name);
5866
0
    return FindWindowByID(id);
5867
0
}
5868
5869
static void ApplyWindowSettings(ImGuiWindow* window, ImGuiWindowSettings* settings)
5870
0
{
5871
0
    const ImGuiViewport* main_viewport = ImGui::GetMainViewport();
5872
0
    window->ViewportPos = main_viewport->Pos;
5873
0
    if (settings->ViewportId)
5874
0
    {
5875
0
        window->ViewportId = settings->ViewportId;
5876
0
        window->ViewportPos = ImVec2(settings->ViewportPos.x, settings->ViewportPos.y);
5877
0
    }
5878
0
    window->Pos = ImTrunc(ImVec2(settings->Pos.x + window->ViewportPos.x, settings->Pos.y + window->ViewportPos.y));
5879
0
    if (settings->Size.x > 0 && settings->Size.y > 0)
5880
0
        window->Size = window->SizeFull = ImTrunc(ImVec2(settings->Size.x, settings->Size.y));
5881
0
    window->Collapsed = settings->Collapsed;
5882
0
    window->DockId = settings->DockId;
5883
0
    window->DockOrder = settings->DockOrder;
5884
0
}
5885
5886
static void UpdateWindowInFocusOrderList(ImGuiWindow* window, bool just_created, ImGuiWindowFlags new_flags)
5887
0
{
5888
0
    ImGuiContext& g = *GImGui;
5889
5890
0
    const bool new_is_explicit_child = (new_flags & ImGuiWindowFlags_ChildWindow) != 0 && ((new_flags & ImGuiWindowFlags_Popup) == 0 || (new_flags & ImGuiWindowFlags_ChildMenu) != 0);
5891
0
    const bool child_flag_changed = new_is_explicit_child != window->IsExplicitChild;
5892
0
    if ((just_created || child_flag_changed) && !new_is_explicit_child)
5893
0
    {
5894
0
        IM_ASSERT(!g.WindowsFocusOrder.contains(window));
5895
0
        g.WindowsFocusOrder.push_back(window);
5896
0
        window->FocusOrder = (short)(g.WindowsFocusOrder.Size - 1);
5897
0
    }
5898
0
    else if (!just_created && child_flag_changed && new_is_explicit_child)
5899
0
    {
5900
0
        IM_ASSERT(g.WindowsFocusOrder[window->FocusOrder] == window);
5901
0
        for (int n = window->FocusOrder + 1; n < g.WindowsFocusOrder.Size; n++)
5902
0
            g.WindowsFocusOrder[n]->FocusOrder--;
5903
0
        g.WindowsFocusOrder.erase(g.WindowsFocusOrder.Data + window->FocusOrder);
5904
0
        window->FocusOrder = -1;
5905
0
    }
5906
0
    window->IsExplicitChild = new_is_explicit_child;
5907
0
}
5908
5909
static void InitOrLoadWindowSettings(ImGuiWindow* window, ImGuiWindowSettings* settings)
5910
0
{
5911
    // Initial window state with e.g. default/arbitrary window position
5912
    // Use SetNextWindowPos() with the appropriate condition flag to change the initial position of a window.
5913
0
    const ImGuiViewport* main_viewport = ImGui::GetMainViewport();
5914
0
    window->Pos = main_viewport->Pos + ImVec2(60, 60);
5915
0
    window->Size = window->SizeFull = ImVec2(0, 0);
5916
0
    window->ViewportPos = main_viewport->Pos;
5917
0
    window->SetWindowPosAllowFlags = window->SetWindowSizeAllowFlags = window->SetWindowCollapsedAllowFlags = window->SetWindowDockAllowFlags = ImGuiCond_Always | ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing;
5918
5919
0
    if (settings != NULL)
5920
0
    {
5921
0
        SetWindowConditionAllowFlags(window, ImGuiCond_FirstUseEver, false);
5922
0
        ApplyWindowSettings(window, settings);
5923
0
    }
5924
0
    window->DC.CursorStartPos = window->DC.CursorMaxPos = window->DC.IdealMaxPos = window->Pos; // So first call to CalcWindowContentSizes() doesn't return crazy values
5925
5926
0
    if ((window->Flags & ImGuiWindowFlags_AlwaysAutoResize) != 0)
5927
0
    {
5928
0
        window->AutoFitFramesX = window->AutoFitFramesY = 2;
5929
0
        window->AutoFitOnlyGrows = false;
5930
0
    }
5931
0
    else
5932
0
    {
5933
0
        if (window->Size.x <= 0.0f)
5934
0
            window->AutoFitFramesX = 2;
5935
0
        if (window->Size.y <= 0.0f)
5936
0
            window->AutoFitFramesY = 2;
5937
0
        window->AutoFitOnlyGrows = (window->AutoFitFramesX > 0) || (window->AutoFitFramesY > 0);
5938
0
    }
5939
0
}
5940
5941
static ImGuiWindow* CreateNewWindow(const char* name, ImGuiWindowFlags flags)
5942
0
{
5943
    // Create window the first time
5944
    //IMGUI_DEBUG_LOG("CreateNewWindow '%s', flags = 0x%08X\n", name, flags);
5945
0
    ImGuiContext& g = *GImGui;
5946
0
    ImGuiWindow* window = IM_NEW(ImGuiWindow)(&g, name);
5947
0
    window->Flags = flags;
5948
0
    g.WindowsById.SetVoidPtr(window->ID, window);
5949
5950
0
    ImGuiWindowSettings* settings = NULL;
5951
0
    if (!(flags & ImGuiWindowFlags_NoSavedSettings))
5952
0
        if ((settings = ImGui::FindWindowSettingsByWindow(window)) != 0)
5953
0
            window->SettingsOffset = g.SettingsWindows.offset_from_ptr(settings);
5954
5955
0
    InitOrLoadWindowSettings(window, settings);
5956
5957
0
    if (flags & ImGuiWindowFlags_NoBringToFrontOnFocus)
5958
0
        g.Windows.push_front(window); // Quite slow but rare and only once
5959
0
    else
5960
0
        g.Windows.push_back(window);
5961
5962
0
    return window;
5963
0
}
5964
5965
static ImGuiWindow* GetWindowForTitleDisplay(ImGuiWindow* window)
5966
0
{
5967
0
    return window->DockNodeAsHost ? window->DockNodeAsHost->VisibleWindow : window;
5968
0
}
5969
5970
static ImGuiWindow* GetWindowForTitleAndMenuHeight(ImGuiWindow* window)
5971
0
{
5972
0
    return (window->DockNodeAsHost && window->DockNodeAsHost->VisibleWindow) ? window->DockNodeAsHost->VisibleWindow : window;
5973
0
}
5974
5975
static inline ImVec2 CalcWindowMinSize(ImGuiWindow* window)
5976
0
{
5977
    // We give windows non-zero minimum size to facilitate understanding problematic cases (e.g. empty popups)
5978
    // FIXME: Essentially we want to restrict manual resizing to WindowMinSize+Decoration, and allow api resizing to be smaller.
5979
    // Perhaps should tend further a neater test for this.
5980
0
    ImGuiContext& g = *GImGui;
5981
0
    ImVec2 size_min;
5982
0
    if ((window->Flags & ImGuiWindowFlags_ChildWindow) && !(window->Flags & ImGuiWindowFlags_Popup))
5983
0
    {
5984
0
        size_min.x = (window->ChildFlags & ImGuiChildFlags_ResizeX) ? g.Style.WindowMinSize.x : 4.0f;
5985
0
        size_min.y = (window->ChildFlags & ImGuiChildFlags_ResizeY) ? g.Style.WindowMinSize.y : 4.0f;
5986
0
    }
5987
0
    else
5988
0
    {
5989
0
        size_min.x = ((window->Flags & ImGuiWindowFlags_AlwaysAutoResize) == 0) ? g.Style.WindowMinSize.x : 4.0f;
5990
0
        size_min.y = ((window->Flags & ImGuiWindowFlags_AlwaysAutoResize) == 0) ? g.Style.WindowMinSize.y : 4.0f;
5991
0
    }
5992
5993
    // Reduce artifacts with very small windows
5994
0
    ImGuiWindow* window_for_height = GetWindowForTitleAndMenuHeight(window);
5995
0
    size_min.y = ImMax(size_min.y, window_for_height->TitleBarHeight() + window_for_height->MenuBarHeight() + ImMax(0.0f, g.Style.WindowRounding - 1.0f));
5996
0
    return size_min;
5997
0
}
5998
5999
static ImVec2 CalcWindowSizeAfterConstraint(ImGuiWindow* window, const ImVec2& size_desired)
6000
0
{
6001
0
    ImGuiContext& g = *GImGui;
6002
0
    ImVec2 new_size = size_desired;
6003
0
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint)
6004
0
    {
6005
        // See comments in SetNextWindowSizeConstraints() for details about setting size_min an size_max.
6006
0
        ImRect cr = g.NextWindowData.SizeConstraintRect;
6007
0
        new_size.x = (cr.Min.x >= 0 && cr.Max.x >= 0) ? ImClamp(new_size.x, cr.Min.x, cr.Max.x) : window->SizeFull.x;
6008
0
        new_size.y = (cr.Min.y >= 0 && cr.Max.y >= 0) ? ImClamp(new_size.y, cr.Min.y, cr.Max.y) : window->SizeFull.y;
6009
0
        if (g.NextWindowData.SizeCallback)
6010
0
        {
6011
0
            ImGuiSizeCallbackData data;
6012
0
            data.UserData = g.NextWindowData.SizeCallbackUserData;
6013
0
            data.Pos = window->Pos;
6014
0
            data.CurrentSize = window->SizeFull;
6015
0
            data.DesiredSize = new_size;
6016
0
            g.NextWindowData.SizeCallback(&data);
6017
0
            new_size = data.DesiredSize;
6018
0
        }
6019
0
        new_size.x = IM_TRUNC(new_size.x);
6020
0
        new_size.y = IM_TRUNC(new_size.y);
6021
0
    }
6022
6023
    // Minimum size
6024
0
    ImVec2 size_min = CalcWindowMinSize(window);
6025
0
    return ImMax(new_size, size_min);
6026
0
}
6027
6028
static void CalcWindowContentSizes(ImGuiWindow* window, ImVec2* content_size_current, ImVec2* content_size_ideal)
6029
0
{
6030
0
    bool preserve_old_content_sizes = false;
6031
0
    if (window->Collapsed && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0)
6032
0
        preserve_old_content_sizes = true;
6033
0
    else if (window->Hidden && window->HiddenFramesCannotSkipItems == 0 && window->HiddenFramesCanSkipItems > 0)
6034
0
        preserve_old_content_sizes = true;
6035
0
    if (preserve_old_content_sizes)
6036
0
    {
6037
0
        *content_size_current = window->ContentSize;
6038
0
        *content_size_ideal = window->ContentSizeIdeal;
6039
0
        return;
6040
0
    }
6041
6042
0
    content_size_current->x = (window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : IM_TRUNC(window->DC.CursorMaxPos.x - window->DC.CursorStartPos.x);
6043
0
    content_size_current->y = (window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : IM_TRUNC(window->DC.CursorMaxPos.y - window->DC.CursorStartPos.y);
6044
0
    content_size_ideal->x = (window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : IM_TRUNC(ImMax(window->DC.CursorMaxPos.x, window->DC.IdealMaxPos.x) - window->DC.CursorStartPos.x);
6045
0
    content_size_ideal->y = (window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : IM_TRUNC(ImMax(window->DC.CursorMaxPos.y, window->DC.IdealMaxPos.y) - window->DC.CursorStartPos.y);
6046
0
}
6047
6048
static ImVec2 CalcWindowAutoFitSize(ImGuiWindow* window, const ImVec2& size_contents)
6049
0
{
6050
0
    ImGuiContext& g = *GImGui;
6051
0
    ImGuiStyle& style = g.Style;
6052
0
    const float decoration_w_without_scrollbars = window->DecoOuterSizeX1 + window->DecoOuterSizeX2 - window->ScrollbarSizes.x;
6053
0
    const float decoration_h_without_scrollbars = window->DecoOuterSizeY1 + window->DecoOuterSizeY2 - window->ScrollbarSizes.y;
6054
0
    ImVec2 size_pad = window->WindowPadding * 2.0f;
6055
0
    ImVec2 size_desired = size_contents + size_pad + ImVec2(decoration_w_without_scrollbars, decoration_h_without_scrollbars);
6056
0
    if (window->Flags & ImGuiWindowFlags_Tooltip)
6057
0
    {
6058
        // Tooltip always resize
6059
0
        return size_desired;
6060
0
    }
6061
0
    else
6062
0
    {
6063
        // Maximum window size is determined by the viewport size or monitor size
6064
0
        ImVec2 size_min = CalcWindowMinSize(window);
6065
0
        ImVec2 size_max = (window->ViewportOwned || ((window->Flags & ImGuiWindowFlags_ChildWindow) && !(window->Flags & ImGuiWindowFlags_Popup))) ? ImVec2(FLT_MAX, FLT_MAX) : ImGui::GetMainViewport()->WorkSize - style.DisplaySafeAreaPadding * 2.0f;
6066
0
        const int monitor_idx = window->ViewportAllowPlatformMonitorExtend;
6067
0
        if (monitor_idx >= 0 && monitor_idx < g.PlatformIO.Monitors.Size && (window->Flags & ImGuiWindowFlags_ChildWindow) == 0)
6068
0
            size_max = g.PlatformIO.Monitors[monitor_idx].WorkSize - style.DisplaySafeAreaPadding * 2.0f;
6069
0
        ImVec2 size_auto_fit = ImClamp(size_desired, size_min, ImMax(size_min, size_max));
6070
6071
        // When the window cannot fit all contents (either because of constraints, either because screen is too small),
6072
        // we are growing the size on the other axis to compensate for expected scrollbar. FIXME: Might turn bigger than ViewportSize-WindowPadding.
6073
0
        ImVec2 size_auto_fit_after_constraint = CalcWindowSizeAfterConstraint(window, size_auto_fit);
6074
0
        bool will_have_scrollbar_x = (size_auto_fit_after_constraint.x - size_pad.x - decoration_w_without_scrollbars < size_contents.x  && !(window->Flags & ImGuiWindowFlags_NoScrollbar) && (window->Flags & ImGuiWindowFlags_HorizontalScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar);
6075
0
        bool will_have_scrollbar_y = (size_auto_fit_after_constraint.y - size_pad.y - decoration_h_without_scrollbars < size_contents.y && !(window->Flags & ImGuiWindowFlags_NoScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysVerticalScrollbar);
6076
0
        if (will_have_scrollbar_x)
6077
0
            size_auto_fit.y += style.ScrollbarSize;
6078
0
        if (will_have_scrollbar_y)
6079
0
            size_auto_fit.x += style.ScrollbarSize;
6080
0
        return size_auto_fit;
6081
0
    }
6082
0
}
6083
6084
ImVec2 ImGui::CalcWindowNextAutoFitSize(ImGuiWindow* window)
6085
0
{
6086
0
    ImVec2 size_contents_current;
6087
0
    ImVec2 size_contents_ideal;
6088
0
    CalcWindowContentSizes(window, &size_contents_current, &size_contents_ideal);
6089
0
    ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, size_contents_ideal);
6090
0
    ImVec2 size_final = CalcWindowSizeAfterConstraint(window, size_auto_fit);
6091
0
    return size_final;
6092
0
}
6093
6094
static ImGuiCol GetWindowBgColorIdx(ImGuiWindow* window)
6095
0
{
6096
0
    if (window->Flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup))
6097
0
        return ImGuiCol_PopupBg;
6098
0
    if ((window->Flags & ImGuiWindowFlags_ChildWindow) && !window->DockIsActive)
6099
0
        return ImGuiCol_ChildBg;
6100
0
    return ImGuiCol_WindowBg;
6101
0
}
6102
6103
static void CalcResizePosSizeFromAnyCorner(ImGuiWindow* window, const ImVec2& corner_target, const ImVec2& corner_norm, ImVec2* out_pos, ImVec2* out_size)
6104
0
{
6105
0
    ImVec2 pos_min = ImLerp(corner_target, window->Pos, corner_norm);                // Expected window upper-left
6106
0
    ImVec2 pos_max = ImLerp(window->Pos + window->Size, corner_target, corner_norm); // Expected window lower-right
6107
0
    ImVec2 size_expected = pos_max - pos_min;
6108
0
    ImVec2 size_constrained = CalcWindowSizeAfterConstraint(window, size_expected);
6109
0
    *out_pos = pos_min;
6110
0
    if (corner_norm.x == 0.0f)
6111
0
        out_pos->x -= (size_constrained.x - size_expected.x);
6112
0
    if (corner_norm.y == 0.0f)
6113
0
        out_pos->y -= (size_constrained.y - size_expected.y);
6114
0
    *out_size = size_constrained;
6115
0
}
6116
6117
// Data for resizing from resize grip / corner
6118
struct ImGuiResizeGripDef
6119
{
6120
    ImVec2  CornerPosN;
6121
    ImVec2  InnerDir;
6122
    int     AngleMin12, AngleMax12;
6123
};
6124
static const ImGuiResizeGripDef resize_grip_def[4] =
6125
{
6126
    { ImVec2(1, 1), ImVec2(-1, -1), 0, 3 },  // Lower-right
6127
    { ImVec2(0, 1), ImVec2(+1, -1), 3, 6 },  // Lower-left
6128
    { ImVec2(0, 0), ImVec2(+1, +1), 6, 9 },  // Upper-left (Unused)
6129
    { ImVec2(1, 0), ImVec2(-1, +1), 9, 12 }  // Upper-right (Unused)
6130
};
6131
6132
// Data for resizing from borders
6133
struct ImGuiResizeBorderDef
6134
{
6135
    ImVec2  InnerDir;               // Normal toward inside
6136
    ImVec2  SegmentN1, SegmentN2;   // End positions, normalized (0,0: upper left)
6137
    float   OuterAngle;             // Angle toward outside
6138
};
6139
static const ImGuiResizeBorderDef resize_border_def[4] =
6140
{
6141
    { ImVec2(+1, 0), ImVec2(0, 1), ImVec2(0, 0), IM_PI * 1.00f }, // Left
6142
    { ImVec2(-1, 0), ImVec2(1, 0), ImVec2(1, 1), IM_PI * 0.00f }, // Right
6143
    { ImVec2(0, +1), ImVec2(0, 0), ImVec2(1, 0), IM_PI * 1.50f }, // Up
6144
    { ImVec2(0, -1), ImVec2(1, 1), ImVec2(0, 1), IM_PI * 0.50f }  // Down
6145
};
6146
6147
static ImRect GetResizeBorderRect(ImGuiWindow* window, int border_n, float perp_padding, float thickness)
6148
0
{
6149
0
    ImRect rect = window->Rect();
6150
0
    if (thickness == 0.0f)
6151
0
        rect.Max -= ImVec2(1, 1);
6152
0
    if (border_n == ImGuiDir_Left)  { return ImRect(rect.Min.x - thickness,    rect.Min.y + perp_padding, rect.Min.x + thickness,    rect.Max.y - perp_padding); }
6153
0
    if (border_n == ImGuiDir_Right) { return ImRect(rect.Max.x - thickness,    rect.Min.y + perp_padding, rect.Max.x + thickness,    rect.Max.y - perp_padding); }
6154
0
    if (border_n == ImGuiDir_Up)    { return ImRect(rect.Min.x + perp_padding, rect.Min.y - thickness,    rect.Max.x - perp_padding, rect.Min.y + thickness);    }
6155
0
    if (border_n == ImGuiDir_Down)  { return ImRect(rect.Min.x + perp_padding, rect.Max.y - thickness,    rect.Max.x - perp_padding, rect.Max.y + thickness);    }
6156
0
    IM_ASSERT(0);
6157
0
    return ImRect();
6158
0
}
6159
6160
// 0..3: corners (Lower-right, Lower-left, Unused, Unused)
6161
ImGuiID ImGui::GetWindowResizeCornerID(ImGuiWindow* window, int n)
6162
0
{
6163
0
    IM_ASSERT(n >= 0 && n < 4);
6164
0
    ImGuiID id = window->DockIsActive ? window->DockNode->HostWindow->ID : window->ID;
6165
0
    id = ImHashStr("#RESIZE", 0, id);
6166
0
    id = ImHashData(&n, sizeof(int), id);
6167
0
    return id;
6168
0
}
6169
6170
// Borders (Left, Right, Up, Down)
6171
ImGuiID ImGui::GetWindowResizeBorderID(ImGuiWindow* window, ImGuiDir dir)
6172
0
{
6173
0
    IM_ASSERT(dir >= 0 && dir < 4);
6174
0
    int n = (int)dir + 4;
6175
0
    ImGuiID id = window->DockIsActive ? window->DockNode->HostWindow->ID : window->ID;
6176
0
    id = ImHashStr("#RESIZE", 0, id);
6177
0
    id = ImHashData(&n, sizeof(int), id);
6178
0
    return id;
6179
0
}
6180
6181
// Handle resize for: Resize Grips, Borders, Gamepad
6182
// Return true when using auto-fit (double-click on resize grip)
6183
static int ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_hovered, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4], const ImRect& visibility_rect)
6184
0
{
6185
0
    ImGuiContext& g = *GImGui;
6186
0
    ImGuiWindowFlags flags = window->Flags;
6187
6188
0
    if ((flags & ImGuiWindowFlags_NoResize) || (flags & ImGuiWindowFlags_AlwaysAutoResize) || window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0)
6189
0
        return false;
6190
0
    if (window->WasActive == false) // Early out to avoid running this code for e.g. a hidden implicit/fallback Debug window.
6191
0
        return false;
6192
6193
0
    int ret_auto_fit_mask = 0x00;
6194
0
    const float grip_draw_size = IM_TRUNC(ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f));
6195
0
    const float grip_hover_inner_size = IM_TRUNC(grip_draw_size * 0.75f);
6196
0
    const float grip_hover_outer_size = g.IO.ConfigWindowsResizeFromEdges ? WINDOWS_HOVER_PADDING : 0.0f;
6197
6198
0
    ImRect clamp_rect = visibility_rect;
6199
0
    const bool window_move_from_title_bar = g.IO.ConfigWindowsMoveFromTitleBarOnly && !(window->Flags & ImGuiWindowFlags_NoTitleBar);
6200
0
    if (window_move_from_title_bar)
6201
0
        clamp_rect.Min.y -= window->TitleBarHeight();
6202
6203
0
    ImVec2 pos_target(FLT_MAX, FLT_MAX);
6204
0
    ImVec2 size_target(FLT_MAX, FLT_MAX);
6205
6206
    // Clip mouse interaction rectangles within the viewport rectangle (in practice the narrowing is going to happen most of the time).
6207
    // - Not narrowing would mostly benefit the situation where OS windows _without_ decoration have a threshold for hovering when outside their limits.
6208
    //   This is however not the case with current backends under Win32, but a custom borderless window implementation would benefit from it.
6209
    // - When decoration are enabled we typically benefit from that distance, but then our resize elements would be conflicting with OS resize elements, so we also narrow.
6210
    // - Note that we are unable to tell if the platform setup allows hovering with a distance threshold (on Win32, decorated window have such threshold).
6211
    // We only clip interaction so we overwrite window->ClipRect, cannot call PushClipRect() yet as DrawList is not yet setup.
6212
0
    const bool clip_with_viewport_rect = !(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport) || (g.IO.MouseHoveredViewport != window->ViewportId) || !(window->Viewport->Flags & ImGuiViewportFlags_NoDecoration);
6213
0
    if (clip_with_viewport_rect)
6214
0
        window->ClipRect = window->Viewport->GetMainRect();
6215
6216
    // Resize grips and borders are on layer 1
6217
0
    window->DC.NavLayerCurrent = ImGuiNavLayer_Menu;
6218
6219
    // Manual resize grips
6220
0
    PushID("#RESIZE");
6221
0
    for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++)
6222
0
    {
6223
0
        const ImGuiResizeGripDef& def = resize_grip_def[resize_grip_n];
6224
0
        const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, def.CornerPosN);
6225
6226
        // Using the FlattenChilds button flag we make the resize button accessible even if we are hovering over a child window
6227
0
        bool hovered, held;
6228
0
        ImRect resize_rect(corner - def.InnerDir * grip_hover_outer_size, corner + def.InnerDir * grip_hover_inner_size);
6229
0
        if (resize_rect.Min.x > resize_rect.Max.x) ImSwap(resize_rect.Min.x, resize_rect.Max.x);
6230
0
        if (resize_rect.Min.y > resize_rect.Max.y) ImSwap(resize_rect.Min.y, resize_rect.Max.y);
6231
0
        ImGuiID resize_grip_id = window->GetID(resize_grip_n); // == GetWindowResizeCornerID()
6232
0
        ItemAdd(resize_rect, resize_grip_id, NULL, ImGuiItemFlags_NoNav);
6233
0
        ButtonBehavior(resize_rect, resize_grip_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus);
6234
        //GetForegroundDrawList(window)->AddRect(resize_rect.Min, resize_rect.Max, IM_COL32(255, 255, 0, 255));
6235
0
        if (hovered || held)
6236
0
            g.MouseCursor = (resize_grip_n & 1) ? ImGuiMouseCursor_ResizeNESW : ImGuiMouseCursor_ResizeNWSE;
6237
6238
0
        if (held && g.IO.MouseDoubleClicked[0])
6239
0
        {
6240
            // Auto-fit when double-clicking
6241
0
            size_target = CalcWindowSizeAfterConstraint(window, size_auto_fit);
6242
0
            ret_auto_fit_mask = 0x03; // Both axises
6243
0
            ClearActiveID();
6244
0
        }
6245
0
        else if (held)
6246
0
        {
6247
            // Resize from any of the four corners
6248
            // We don't use an incremental MouseDelta but rather compute an absolute target size based on mouse position
6249
0
            ImVec2 clamp_min = ImVec2(def.CornerPosN.x == 1.0f ? clamp_rect.Min.x : -FLT_MAX, (def.CornerPosN.y == 1.0f || (def.CornerPosN.y == 0.0f && window_move_from_title_bar)) ? clamp_rect.Min.y : -FLT_MAX);
6250
0
            ImVec2 clamp_max = ImVec2(def.CornerPosN.x == 0.0f ? clamp_rect.Max.x : +FLT_MAX, def.CornerPosN.y == 0.0f ? clamp_rect.Max.y : +FLT_MAX);
6251
0
            ImVec2 corner_target = g.IO.MousePos - g.ActiveIdClickOffset + ImLerp(def.InnerDir * grip_hover_outer_size, def.InnerDir * -grip_hover_inner_size, def.CornerPosN); // Corner of the window corresponding to our corner grip
6252
0
            corner_target = ImClamp(corner_target, clamp_min, clamp_max);
6253
0
            CalcResizePosSizeFromAnyCorner(window, corner_target, def.CornerPosN, &pos_target, &size_target);
6254
0
        }
6255
6256
        // Only lower-left grip is visible before hovering/activating
6257
0
        if (resize_grip_n == 0 || held || hovered)
6258
0
            resize_grip_col[resize_grip_n] = GetColorU32(held ? ImGuiCol_ResizeGripActive : hovered ? ImGuiCol_ResizeGripHovered : ImGuiCol_ResizeGrip);
6259
0
    }
6260
6261
0
    int resize_border_mask = 0x00;
6262
0
    if (window->Flags & ImGuiWindowFlags_ChildWindow)
6263
0
        resize_border_mask |= ((window->ChildFlags & ImGuiChildFlags_ResizeX) ? 0x02 : 0) | ((window->ChildFlags & ImGuiChildFlags_ResizeY) ? 0x08 : 0);
6264
0
    else
6265
0
        resize_border_mask = g.IO.ConfigWindowsResizeFromEdges ? 0x0F : 0x00;
6266
0
    for (int border_n = 0; border_n < 4; border_n++)
6267
0
    {
6268
0
        if ((resize_border_mask & (1 << border_n)) == 0)
6269
0
            continue;
6270
0
        const ImGuiResizeBorderDef& def = resize_border_def[border_n];
6271
0
        const ImGuiAxis axis = (border_n == ImGuiDir_Left || border_n == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y;
6272
6273
0
        bool hovered, held;
6274
0
        ImRect border_rect = GetResizeBorderRect(window, border_n, grip_hover_inner_size, WINDOWS_HOVER_PADDING);
6275
0
        ImGuiID border_id = window->GetID(border_n + 4); // == GetWindowResizeBorderID()
6276
0
        ItemAdd(border_rect, border_id, NULL, ImGuiItemFlags_NoNav);
6277
0
        ButtonBehavior(border_rect, border_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus);
6278
        //GetForegroundDrawList(window)->AddRect(border_rect.Min, border_rect.Max, IM_COL32(255, 255, 0, 255));
6279
0
        if (hovered && g.HoveredIdTimer <= WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER)
6280
0
            hovered = false;
6281
0
        if (hovered || held)
6282
0
            g.MouseCursor = (axis == ImGuiAxis_X) ? ImGuiMouseCursor_ResizeEW : ImGuiMouseCursor_ResizeNS;
6283
0
        if (held && g.IO.MouseDoubleClicked[0])
6284
0
        {
6285
            // Double-clicking bottom or right border auto-fit on this axis
6286
            // FIXME: Support top and right borders: rework CalcResizePosSizeFromAnyCorner() to be reusable in both cases.
6287
0
            if (border_n == 1 || border_n == 3) // Right and bottom border
6288
0
            {
6289
0
                size_target[axis] = CalcWindowSizeAfterConstraint(window, size_auto_fit)[axis];
6290
0
                ret_auto_fit_mask |= (1 << axis);
6291
0
                hovered = held = false; // So border doesn't show highlighted at new position
6292
0
            }
6293
0
            ClearActiveID();
6294
0
        }
6295
0
        else if (held)
6296
0
        {
6297
            // Switch to relative resizing mode when border geometry moved (e.g. resizing a child altering parent scroll), in order to avoid resizing feedback loop.
6298
            // Currently only using relative mode on resizable child windows, as the problem to solve is more likely noticeable for them, but could apply for all windows eventually.
6299
            // FIXME: May want to generalize this idiom at lower-level, so more widgets can use it!
6300
0
            const bool just_scrolled_manually_while_resizing = (g.WheelingWindow != NULL && g.WheelingWindowScrolledFrame == g.FrameCount && IsWindowChildOf(window, g.WheelingWindow, false, true));
6301
0
            if (g.ActiveIdIsJustActivated || just_scrolled_manually_while_resizing)
6302
0
            {
6303
0
                g.WindowResizeBorderExpectedRect = border_rect;
6304
0
                g.WindowResizeRelativeMode = false;
6305
0
            }
6306
0
            if ((window->Flags & ImGuiWindowFlags_ChildWindow) && memcmp(&g.WindowResizeBorderExpectedRect, &border_rect, sizeof(ImRect)) != 0)
6307
0
                g.WindowResizeRelativeMode = true;
6308
6309
0
            const ImVec2 border_curr = (window->Pos + ImMin(def.SegmentN1, def.SegmentN2) * window->Size);
6310
0
            const float border_target_rel_mode_for_axis = border_curr[axis] + g.IO.MouseDelta[axis];
6311
0
            const float border_target_abs_mode_for_axis = g.IO.MousePos[axis] - g.ActiveIdClickOffset[axis] + WINDOWS_HOVER_PADDING; // Match ButtonBehavior() padding above.
6312
6313
            // Use absolute mode position
6314
0
            ImVec2 border_target = window->Pos;
6315
0
            border_target[axis] = border_target_abs_mode_for_axis;
6316
6317
            // Use relative mode target for child window, ignore resize when moving back toward the ideal absolute position.
6318
0
            bool ignore_resize = false;
6319
0
            if (g.WindowResizeRelativeMode)
6320
0
            {
6321
                //GetForegroundDrawList()->AddText(GetMainViewport()->WorkPos, IM_COL32_WHITE, "Relative Mode");
6322
0
                border_target[axis] = border_target_rel_mode_for_axis;
6323
0
                if (g.IO.MouseDelta[axis] == 0.0f || (g.IO.MouseDelta[axis] > 0.0f) == (border_target_rel_mode_for_axis > border_target_abs_mode_for_axis))
6324
0
                    ignore_resize = true;
6325
0
            }
6326
6327
            // Clamp, apply
6328
0
            ImVec2 clamp_min(border_n == ImGuiDir_Right ? clamp_rect.Min.x : -FLT_MAX, border_n == ImGuiDir_Down || (border_n == ImGuiDir_Up && window_move_from_title_bar) ? clamp_rect.Min.y : -FLT_MAX);
6329
0
            ImVec2 clamp_max(border_n == ImGuiDir_Left ? clamp_rect.Max.x : +FLT_MAX, border_n == ImGuiDir_Up ? clamp_rect.Max.y : +FLT_MAX);
6330
0
            border_target = ImClamp(border_target, clamp_min, clamp_max);
6331
0
            if (flags & ImGuiWindowFlags_ChildWindow) // Clamp resizing of childs within parent
6332
0
            {
6333
0
                if ((flags & (ImGuiWindowFlags_HorizontalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar)) == 0 || (flags & ImGuiWindowFlags_NoScrollbar))
6334
0
                    border_target.x = ImClamp(border_target.x, window->ParentWindow->InnerClipRect.Min.x, window->ParentWindow->InnerClipRect.Max.x);
6335
0
                if (flags & ImGuiWindowFlags_NoScrollbar)
6336
0
                    border_target.y = ImClamp(border_target.y, window->ParentWindow->InnerClipRect.Min.y, window->ParentWindow->InnerClipRect.Max.y);
6337
0
            }
6338
0
            if (!ignore_resize)
6339
0
                CalcResizePosSizeFromAnyCorner(window, border_target, ImMin(def.SegmentN1, def.SegmentN2), &pos_target, &size_target);
6340
0
        }
6341
0
        if (hovered)
6342
0
            *border_hovered = border_n;
6343
0
        if (held)
6344
0
            *border_held = border_n;
6345
0
    }
6346
0
    PopID();
6347
6348
    // Restore nav layer
6349
0
    window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
6350
6351
    // Navigation resize (keyboard/gamepad)
6352
    // FIXME: This cannot be moved to NavUpdateWindowing() because CalcWindowSizeAfterConstraint() need to callback into user.
6353
    // Not even sure the callback works here.
6354
0
    if (g.NavWindowingTarget && g.NavWindowingTarget->RootWindowDockTree == window)
6355
0
    {
6356
0
        ImVec2 nav_resize_dir;
6357
0
        if (g.NavInputSource == ImGuiInputSource_Keyboard && g.IO.KeyShift)
6358
0
            nav_resize_dir = GetKeyMagnitude2d(ImGuiKey_LeftArrow, ImGuiKey_RightArrow, ImGuiKey_UpArrow, ImGuiKey_DownArrow);
6359
0
        if (g.NavInputSource == ImGuiInputSource_Gamepad)
6360
0
            nav_resize_dir = GetKeyMagnitude2d(ImGuiKey_GamepadDpadLeft, ImGuiKey_GamepadDpadRight, ImGuiKey_GamepadDpadUp, ImGuiKey_GamepadDpadDown);
6361
0
        if (nav_resize_dir.x != 0.0f || nav_resize_dir.y != 0.0f)
6362
0
        {
6363
0
            const float NAV_RESIZE_SPEED = 600.0f;
6364
0
            const float resize_step = NAV_RESIZE_SPEED * g.IO.DeltaTime * ImMin(g.IO.DisplayFramebufferScale.x, g.IO.DisplayFramebufferScale.y);
6365
0
            g.NavWindowingAccumDeltaSize += nav_resize_dir * resize_step;
6366
0
            g.NavWindowingAccumDeltaSize = ImMax(g.NavWindowingAccumDeltaSize, clamp_rect.Min - window->Pos - window->Size); // We need Pos+Size >= clmap_rect.Min, so Size >= clmap_rect.Min - Pos, so size_delta >= clmap_rect.Min - window->Pos - window->Size
6367
0
            g.NavWindowingToggleLayer = false;
6368
0
            g.NavDisableMouseHover = true;
6369
0
            resize_grip_col[0] = GetColorU32(ImGuiCol_ResizeGripActive);
6370
0
            ImVec2 accum_floored = ImTrunc(g.NavWindowingAccumDeltaSize);
6371
0
            if (accum_floored.x != 0.0f || accum_floored.y != 0.0f)
6372
0
            {
6373
                // FIXME-NAV: Should store and accumulate into a separate size buffer to handle sizing constraints properly, right now a constraint will make us stuck.
6374
0
                size_target = CalcWindowSizeAfterConstraint(window, window->SizeFull + accum_floored);
6375
0
                g.NavWindowingAccumDeltaSize -= accum_floored;
6376
0
            }
6377
0
        }
6378
0
    }
6379
6380
    // Apply back modified position/size to window
6381
0
    const ImVec2 curr_pos = window->Pos;
6382
0
    const ImVec2 curr_size = window->SizeFull;
6383
0
    if (size_target.x != FLT_MAX && (window->Size.x != size_target.x || window->SizeFull.x != size_target.x))
6384
0
        window->Size.x = window->SizeFull.x = size_target.x;
6385
0
    if (size_target.y != FLT_MAX && (window->Size.y != size_target.y || window->SizeFull.y != size_target.y))
6386
0
        window->Size.y = window->SizeFull.y = size_target.y;
6387
0
    if (pos_target.x != FLT_MAX && window->Pos.x != ImTrunc(pos_target.x))
6388
0
        window->Pos.x = ImTrunc(pos_target.x);
6389
0
    if (pos_target.y != FLT_MAX && window->Pos.y != ImTrunc(pos_target.y))
6390
0
        window->Pos.y = ImTrunc(pos_target.y);
6391
0
    if (curr_pos.x != window->Pos.x || curr_pos.y != window->Pos.y || curr_size.x != window->SizeFull.x || curr_size.y != window->SizeFull.y)
6392
0
        MarkIniSettingsDirty(window);
6393
6394
    // Recalculate next expected border expected coordinates
6395
0
    if (*border_held != -1)
6396
0
        g.WindowResizeBorderExpectedRect = GetResizeBorderRect(window, *border_held, grip_hover_inner_size, WINDOWS_HOVER_PADDING);
6397
6398
0
    return ret_auto_fit_mask;
6399
0
}
6400
6401
static inline void ClampWindowPos(ImGuiWindow* window, const ImRect& visibility_rect)
6402
0
{
6403
0
    ImGuiContext& g = *GImGui;
6404
0
    ImVec2 size_for_clamping = window->Size;
6405
0
    if (g.IO.ConfigWindowsMoveFromTitleBarOnly && (!(window->Flags & ImGuiWindowFlags_NoTitleBar) || window->DockNodeAsHost))
6406
0
        size_for_clamping.y = ImGui::GetFrameHeight(); // Not using window->TitleBarHeight() as DockNodeAsHost will report 0.0f here.
6407
0
    window->Pos = ImClamp(window->Pos, visibility_rect.Min - size_for_clamping, visibility_rect.Max);
6408
0
}
6409
6410
static void RenderWindowOuterSingleBorder(ImGuiWindow* window, int border_n, ImU32 border_col, float border_size)
6411
0
{
6412
0
    const ImGuiResizeBorderDef& def = resize_border_def[border_n];
6413
0
    const float rounding = window->WindowRounding;
6414
0
    const ImRect border_r = GetResizeBorderRect(window, border_n, rounding, 0.0f);
6415
0
    window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.SegmentN1) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle - IM_PI * 0.25f, def.OuterAngle);
6416
0
    window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.SegmentN2) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle, def.OuterAngle + IM_PI * 0.25f);
6417
0
    window->DrawList->PathStroke(border_col, ImDrawFlags_None, border_size);
6418
0
}
6419
6420
static void ImGui::RenderWindowOuterBorders(ImGuiWindow* window)
6421
0
{
6422
0
    ImGuiContext& g = *GImGui;
6423
0
    const float border_size = window->WindowBorderSize;
6424
0
    const ImU32 border_col = GetColorU32(ImGuiCol_Border);
6425
0
    if (border_size > 0.0f && (window->Flags & ImGuiWindowFlags_NoBackground) == 0)
6426
0
        window->DrawList->AddRect(window->Pos, window->Pos + window->Size, border_col, window->WindowRounding, 0, window->WindowBorderSize);
6427
0
    else if (border_size > 0.0f)
6428
0
    {
6429
0
        if (window->ChildFlags & ImGuiChildFlags_ResizeX) // Similar code as 'resize_border_mask' computation in UpdateWindowManualResize() but we specifically only always draw explicit child resize border.
6430
0
            RenderWindowOuterSingleBorder(window, 1, border_col, border_size);
6431
0
        if (window->ChildFlags & ImGuiChildFlags_ResizeY)
6432
0
            RenderWindowOuterSingleBorder(window, 3, border_col, border_size);
6433
0
    }
6434
0
    if (window->ResizeBorderHovered != -1 || window->ResizeBorderHeld != -1)
6435
0
    {
6436
0
        const int border_n = (window->ResizeBorderHeld != -1) ? window->ResizeBorderHeld : window->ResizeBorderHovered;
6437
0
        const ImU32 border_col_resizing = GetColorU32((window->ResizeBorderHeld != -1) ? ImGuiCol_SeparatorActive : ImGuiCol_SeparatorHovered);
6438
0
        RenderWindowOuterSingleBorder(window, border_n, border_col_resizing, ImMax(2.0f, window->WindowBorderSize)); // Thicker than usual
6439
0
    }
6440
0
    if (g.Style.FrameBorderSize > 0 && !(window->Flags & ImGuiWindowFlags_NoTitleBar) && !window->DockIsActive)
6441
0
    {
6442
0
        float y = window->Pos.y + window->TitleBarHeight() - 1;
6443
0
        window->DrawList->AddLine(ImVec2(window->Pos.x + border_size, y), ImVec2(window->Pos.x + window->Size.x - border_size, y), border_col, g.Style.FrameBorderSize);
6444
0
    }
6445
0
}
6446
6447
// Draw background and borders
6448
// Draw and handle scrollbars
6449
void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, bool handle_borders_and_resize_grips, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size)
6450
0
{
6451
0
    ImGuiContext& g = *GImGui;
6452
0
    ImGuiStyle& style = g.Style;
6453
0
    ImGuiWindowFlags flags = window->Flags;
6454
6455
    // Ensure that ScrollBar doesn't read last frame's SkipItems
6456
0
    IM_ASSERT(window->BeginCount == 0);
6457
0
    window->SkipItems = false;
6458
6459
    // Draw window + handle manual resize
6460
    // As we highlight the title bar when want_focus is set, multiple reappearing windows will have their title bar highlighted on their reappearing frame.
6461
0
    const float window_rounding = window->WindowRounding;
6462
0
    const float window_border_size = window->WindowBorderSize;
6463
0
    if (window->Collapsed)
6464
0
    {
6465
        // Title bar only
6466
0
        const float backup_border_size = style.FrameBorderSize;
6467
0
        g.Style.FrameBorderSize = window->WindowBorderSize;
6468
0
        ImU32 title_bar_col = GetColorU32((title_bar_is_highlight && !g.NavDisableHighlight) ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBgCollapsed);
6469
0
        if (window->ViewportOwned)
6470
0
            title_bar_col |= IM_COL32_A_MASK; // No alpha (we don't support is_docking_transparent_payload here because simpler and less meaningful, but could with a bit of code shuffle/reuse)
6471
0
        RenderFrame(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, true, window_rounding);
6472
0
        g.Style.FrameBorderSize = backup_border_size;
6473
0
    }
6474
0
    else
6475
0
    {
6476
        // Window background
6477
0
        if (!(flags & ImGuiWindowFlags_NoBackground))
6478
0
        {
6479
0
            bool is_docking_transparent_payload = false;
6480
0
            if (g.DragDropActive && (g.FrameCount - g.DragDropAcceptFrameCount) <= 1 && g.IO.ConfigDockingTransparentPayload)
6481
0
                if (g.DragDropPayload.IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW) && *(ImGuiWindow**)g.DragDropPayload.Data == window)
6482
0
                    is_docking_transparent_payload = true;
6483
6484
0
            ImU32 bg_col = GetColorU32(GetWindowBgColorIdx(window));
6485
0
            if (window->ViewportOwned)
6486
0
            {
6487
0
                bg_col |= IM_COL32_A_MASK; // No alpha
6488
0
                if (is_docking_transparent_payload)
6489
0
                    window->Viewport->Alpha *= DOCKING_TRANSPARENT_PAYLOAD_ALPHA;
6490
0
            }
6491
0
            else
6492
0
            {
6493
                // Adjust alpha. For docking
6494
0
                bool override_alpha = false;
6495
0
                float alpha = 1.0f;
6496
0
                if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasBgAlpha)
6497
0
                {
6498
0
                    alpha = g.NextWindowData.BgAlphaVal;
6499
0
                    override_alpha = true;
6500
0
                }
6501
0
                if (is_docking_transparent_payload)
6502
0
                {
6503
0
                    alpha *= DOCKING_TRANSPARENT_PAYLOAD_ALPHA; // FIXME-DOCK: Should that be an override?
6504
0
                    override_alpha = true;
6505
0
                }
6506
0
                if (override_alpha)
6507
0
                    bg_col = (bg_col & ~IM_COL32_A_MASK) | (IM_F32_TO_INT8_SAT(alpha) << IM_COL32_A_SHIFT);
6508
0
            }
6509
6510
            // Render, for docked windows and host windows we ensure bg goes before decorations
6511
0
            if (window->DockIsActive)
6512
0
                window->DockNode->LastBgColor = bg_col;
6513
0
            ImDrawList* bg_draw_list = window->DockIsActive ? window->DockNode->HostWindow->DrawList : window->DrawList;
6514
0
            if (window->DockIsActive || (flags & ImGuiWindowFlags_DockNodeHost))
6515
0
                bg_draw_list->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG);
6516
0
            bg_draw_list->AddRectFilled(window->Pos + ImVec2(0, window->TitleBarHeight()), window->Pos + window->Size, bg_col, window_rounding, (flags & ImGuiWindowFlags_NoTitleBar) ? 0 : ImDrawFlags_RoundCornersBottom);
6517
0
            if (window->DockIsActive || (flags & ImGuiWindowFlags_DockNodeHost))
6518
0
                bg_draw_list->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_FG);
6519
0
        }
6520
0
        if (window->DockIsActive)
6521
0
            window->DockNode->IsBgDrawnThisFrame = true;
6522
6523
        // Title bar
6524
        // (when docked, DockNode are drawing their own title bar. Individual windows however do NOT set the _NoTitleBar flag,
6525
        // in order for their pos/size to be matching their undocking state.)
6526
0
        if (!(flags & ImGuiWindowFlags_NoTitleBar) && !window->DockIsActive)
6527
0
        {
6528
0
            ImU32 title_bar_col = GetColorU32(title_bar_is_highlight ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg);
6529
0
            if (window->ViewportOwned)
6530
0
                title_bar_col |= IM_COL32_A_MASK; // No alpha
6531
0
            window->DrawList->AddRectFilled(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, window_rounding, ImDrawFlags_RoundCornersTop);
6532
0
        }
6533
6534
        // Menu bar
6535
0
        if (flags & ImGuiWindowFlags_MenuBar)
6536
0
        {
6537
0
            ImRect menu_bar_rect = window->MenuBarRect();
6538
0
            menu_bar_rect.ClipWith(window->Rect());  // Soft clipping, in particular child window don't have minimum size covering the menu bar so this is useful for them.
6539
0
            window->DrawList->AddRectFilled(menu_bar_rect.Min + ImVec2(window_border_size, 0), menu_bar_rect.Max - ImVec2(window_border_size, 0), GetColorU32(ImGuiCol_MenuBarBg), (flags & ImGuiWindowFlags_NoTitleBar) ? window_rounding : 0.0f, ImDrawFlags_RoundCornersTop);
6540
0
            if (style.FrameBorderSize > 0.0f && menu_bar_rect.Max.y < window->Pos.y + window->Size.y)
6541
0
                window->DrawList->AddLine(menu_bar_rect.GetBL(), menu_bar_rect.GetBR(), GetColorU32(ImGuiCol_Border), style.FrameBorderSize);
6542
0
        }
6543
6544
        // Docking: Unhide tab bar (small triangle in the corner), drag from small triangle to quickly undock
6545
0
        ImGuiDockNode* node = window->DockNode;
6546
0
        if (window->DockIsActive && node->IsHiddenTabBar() && !node->IsNoTabBar())
6547
0
        {
6548
0
            float unhide_sz_draw = ImTrunc(g.FontSize * 0.70f);
6549
0
            float unhide_sz_hit = ImTrunc(g.FontSize * 0.55f);
6550
0
            ImVec2 p = node->Pos;
6551
0
            ImRect r(p, p + ImVec2(unhide_sz_hit, unhide_sz_hit));
6552
0
            ImGuiID unhide_id = window->GetID("#UNHIDE");
6553
0
            KeepAliveID(unhide_id);
6554
0
            bool hovered, held;
6555
0
            if (ButtonBehavior(r, unhide_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren))
6556
0
                node->WantHiddenTabBarToggle = true;
6557
0
            else if (held && IsMouseDragging(0))
6558
0
                StartMouseMovingWindowOrNode(window, node, true); // Undock from tab-bar triangle = same as window/collapse menu button
6559
6560
            // FIXME-DOCK: Ideally we'd use ImGuiCol_TitleBgActive/ImGuiCol_TitleBg here, but neither is guaranteed to be visible enough at this sort of size..
6561
0
            ImU32 col = GetColorU32(((held && hovered) || (node->IsFocused && !hovered)) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button);
6562
0
            window->DrawList->AddTriangleFilled(p, p + ImVec2(unhide_sz_draw, 0.0f), p + ImVec2(0.0f, unhide_sz_draw), col);
6563
0
        }
6564
6565
        // Scrollbars
6566
0
        if (window->ScrollbarX)
6567
0
            Scrollbar(ImGuiAxis_X);
6568
0
        if (window->ScrollbarY)
6569
0
            Scrollbar(ImGuiAxis_Y);
6570
6571
        // Render resize grips (after their input handling so we don't have a frame of latency)
6572
0
        if (handle_borders_and_resize_grips && !(flags & ImGuiWindowFlags_NoResize))
6573
0
        {
6574
0
            for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++)
6575
0
            {
6576
0
                const ImU32 col = resize_grip_col[resize_grip_n];
6577
0
                if ((col & IM_COL32_A_MASK) == 0)
6578
0
                    continue;
6579
0
                const ImGuiResizeGripDef& grip = resize_grip_def[resize_grip_n];
6580
0
                const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, grip.CornerPosN);
6581
0
                window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(window_border_size, resize_grip_draw_size) : ImVec2(resize_grip_draw_size, window_border_size)));
6582
0
                window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(resize_grip_draw_size, window_border_size) : ImVec2(window_border_size, resize_grip_draw_size)));
6583
0
                window->DrawList->PathArcToFast(ImVec2(corner.x + grip.InnerDir.x * (window_rounding + window_border_size), corner.y + grip.InnerDir.y * (window_rounding + window_border_size)), window_rounding, grip.AngleMin12, grip.AngleMax12);
6584
0
                window->DrawList->PathFillConvex(col);
6585
0
            }
6586
0
        }
6587
6588
        // Borders (for dock node host they will be rendered over after the tab bar)
6589
0
        if (handle_borders_and_resize_grips && !window->DockNodeAsHost)
6590
0
            RenderWindowOuterBorders(window);
6591
0
    }
6592
0
}
6593
6594
// When inside a dock node, this is handled in DockNodeCalcTabBarLayout() instead.
6595
// Render title text, collapse button, close button
6596
void ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open)
6597
0
{
6598
0
    ImGuiContext& g = *GImGui;
6599
0
    ImGuiStyle& style = g.Style;
6600
0
    ImGuiWindowFlags flags = window->Flags;
6601
6602
0
    const bool has_close_button = (p_open != NULL);
6603
0
    const bool has_collapse_button = !(flags & ImGuiWindowFlags_NoCollapse) && (style.WindowMenuButtonPosition != ImGuiDir_None);
6604
6605
    // Close & Collapse button are on the Menu NavLayer and don't default focus (unless there's nothing else on that layer)
6606
    // FIXME-NAV: Might want (or not?) to set the equivalent of ImGuiButtonFlags_NoNavFocus so that mouse clicks on standard title bar items don't necessarily set nav/keyboard ref?
6607
0
    const ImGuiItemFlags item_flags_backup = g.CurrentItemFlags;
6608
0
    g.CurrentItemFlags |= ImGuiItemFlags_NoNavDefaultFocus;
6609
0
    window->DC.NavLayerCurrent = ImGuiNavLayer_Menu;
6610
6611
    // Layout buttons
6612
    // FIXME: Would be nice to generalize the subtleties expressed here into reusable code.
6613
0
    float pad_l = style.FramePadding.x;
6614
0
    float pad_r = style.FramePadding.x;
6615
0
    float button_sz = g.FontSize;
6616
0
    ImVec2 close_button_pos;
6617
0
    ImVec2 collapse_button_pos;
6618
0
    if (has_close_button)
6619
0
    {
6620
0
        close_button_pos = ImVec2(title_bar_rect.Max.x - pad_r - button_sz, title_bar_rect.Min.y + style.FramePadding.y);
6621
0
        pad_r += button_sz + style.ItemInnerSpacing.x;
6622
0
    }
6623
0
    if (has_collapse_button && style.WindowMenuButtonPosition == ImGuiDir_Right)
6624
0
    {
6625
0
        collapse_button_pos = ImVec2(title_bar_rect.Max.x - pad_r - button_sz, title_bar_rect.Min.y + style.FramePadding.y);
6626
0
        pad_r += button_sz + style.ItemInnerSpacing.x;
6627
0
    }
6628
0
    if (has_collapse_button && style.WindowMenuButtonPosition == ImGuiDir_Left)
6629
0
    {
6630
0
        collapse_button_pos = ImVec2(title_bar_rect.Min.x + pad_l, title_bar_rect.Min.y + style.FramePadding.y);
6631
0
        pad_l += button_sz + style.ItemInnerSpacing.x;
6632
0
    }
6633
6634
    // Collapse button (submitting first so it gets priority when choosing a navigation init fallback)
6635
0
    if (has_collapse_button)
6636
0
        if (CollapseButton(window->GetID("#COLLAPSE"), collapse_button_pos, NULL))
6637
0
            window->WantCollapseToggle = true; // Defer actual collapsing to next frame as we are too far in the Begin() function
6638
6639
    // Close button
6640
0
    if (has_close_button)
6641
0
        if (CloseButton(window->GetID("#CLOSE"), close_button_pos))
6642
0
            *p_open = false;
6643
6644
0
    window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
6645
0
    g.CurrentItemFlags = item_flags_backup;
6646
6647
    // Title bar text (with: horizontal alignment, avoiding collapse/close button, optional "unsaved document" marker)
6648
    // FIXME: Refactor text alignment facilities along with RenderText helpers, this is WAY too much messy code..
6649
0
    const float marker_size_x = (flags & ImGuiWindowFlags_UnsavedDocument) ? button_sz * 0.80f : 0.0f;
6650
0
    const ImVec2 text_size = CalcTextSize(name, NULL, true) + ImVec2(marker_size_x, 0.0f);
6651
6652
    // As a nice touch we try to ensure that centered title text doesn't get affected by visibility of Close/Collapse button,
6653
    // while uncentered title text will still reach edges correctly.
6654
0
    if (pad_l > style.FramePadding.x)
6655
0
        pad_l += g.Style.ItemInnerSpacing.x;
6656
0
    if (pad_r > style.FramePadding.x)
6657
0
        pad_r += g.Style.ItemInnerSpacing.x;
6658
0
    if (style.WindowTitleAlign.x > 0.0f && style.WindowTitleAlign.x < 1.0f)
6659
0
    {
6660
0
        float centerness = ImSaturate(1.0f - ImFabs(style.WindowTitleAlign.x - 0.5f) * 2.0f); // 0.0f on either edges, 1.0f on center
6661
0
        float pad_extend = ImMin(ImMax(pad_l, pad_r), title_bar_rect.GetWidth() - pad_l - pad_r - text_size.x);
6662
0
        pad_l = ImMax(pad_l, pad_extend * centerness);
6663
0
        pad_r = ImMax(pad_r, pad_extend * centerness);
6664
0
    }
6665
6666
0
    ImRect layout_r(title_bar_rect.Min.x + pad_l, title_bar_rect.Min.y, title_bar_rect.Max.x - pad_r, title_bar_rect.Max.y);
6667
0
    ImRect clip_r(layout_r.Min.x, layout_r.Min.y, ImMin(layout_r.Max.x + g.Style.ItemInnerSpacing.x, title_bar_rect.Max.x), layout_r.Max.y);
6668
0
    if (flags & ImGuiWindowFlags_UnsavedDocument)
6669
0
    {
6670
0
        ImVec2 marker_pos;
6671
0
        marker_pos.x = ImClamp(layout_r.Min.x + (layout_r.GetWidth() - text_size.x) * style.WindowTitleAlign.x + text_size.x, layout_r.Min.x, layout_r.Max.x);
6672
0
        marker_pos.y = (layout_r.Min.y + layout_r.Max.y) * 0.5f;
6673
0
        if (marker_pos.x > layout_r.Min.x)
6674
0
        {
6675
0
            RenderBullet(window->DrawList, marker_pos, GetColorU32(ImGuiCol_Text));
6676
0
            clip_r.Max.x = ImMin(clip_r.Max.x, marker_pos.x - (int)(marker_size_x * 0.5f));
6677
0
        }
6678
0
    }
6679
    //if (g.IO.KeyShift) window->DrawList->AddRect(layout_r.Min, layout_r.Max, IM_COL32(255, 128, 0, 255)); // [DEBUG]
6680
    //if (g.IO.KeyCtrl) window->DrawList->AddRect(clip_r.Min, clip_r.Max, IM_COL32(255, 128, 0, 255)); // [DEBUG]
6681
0
    RenderTextClipped(layout_r.Min, layout_r.Max, name, NULL, &text_size, style.WindowTitleAlign, &clip_r);
6682
0
}
6683
6684
void ImGui::UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags flags, ImGuiWindow* parent_window)
6685
0
{
6686
0
    window->ParentWindow = parent_window;
6687
0
    window->RootWindow = window->RootWindowPopupTree = window->RootWindowDockTree = window->RootWindowForTitleBarHighlight = window->RootWindowForNav = window;
6688
0
    if (parent_window && (flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Tooltip))
6689
0
    {
6690
0
        window->RootWindowDockTree = parent_window->RootWindowDockTree;
6691
0
        if (!window->DockIsActive && !(parent_window->Flags & ImGuiWindowFlags_DockNodeHost))
6692
0
            window->RootWindow = parent_window->RootWindow;
6693
0
    }
6694
0
    if (parent_window && (flags & ImGuiWindowFlags_Popup))
6695
0
        window->RootWindowPopupTree = parent_window->RootWindowPopupTree;
6696
0
    if (parent_window && !(flags & ImGuiWindowFlags_Modal) && (flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup))) // FIXME: simply use _NoTitleBar ?
6697
0
        window->RootWindowForTitleBarHighlight = parent_window->RootWindowForTitleBarHighlight;
6698
0
    while (window->RootWindowForNav->Flags & ImGuiWindowFlags_NavFlattened)
6699
0
    {
6700
0
        IM_ASSERT(window->RootWindowForNav->ParentWindow != NULL);
6701
0
        window->RootWindowForNav = window->RootWindowForNav->ParentWindow;
6702
0
    }
6703
0
}
6704
6705
// When a modal popup is open, newly created windows that want focus (i.e. are not popups and do not specify ImGuiWindowFlags_NoFocusOnAppearing)
6706
// should be positioned behind that modal window, unless the window was created inside the modal begin-stack.
6707
// In case of multiple stacked modals newly created window honors begin stack order and does not go below its own modal parent.
6708
// - WindowA            // FindBlockingModal() returns Modal1
6709
//   - WindowB          //                  .. returns Modal1
6710
//   - Modal1           //                  .. returns Modal2
6711
//      - WindowC       //                  .. returns Modal2
6712
//          - WindowD   //                  .. returns Modal2
6713
//          - Modal2    //                  .. returns Modal2
6714
//            - WindowE //                  .. returns NULL
6715
// Notes:
6716
// - FindBlockingModal(NULL) == NULL is generally equivalent to GetTopMostPopupModal() == NULL.
6717
//   Only difference is here we check for ->Active/WasActive but it may be unecessary.
6718
ImGuiWindow* ImGui::FindBlockingModal(ImGuiWindow* window)
6719
0
{
6720
0
    ImGuiContext& g = *GImGui;
6721
0
    if (g.OpenPopupStack.Size <= 0)
6722
0
        return NULL;
6723
6724
    // Find a modal that has common parent with specified window. Specified window should be positioned behind that modal.
6725
0
    for (ImGuiPopupData& popup_data : g.OpenPopupStack)
6726
0
    {
6727
0
        ImGuiWindow* popup_window = popup_data.Window;
6728
0
        if (popup_window == NULL || !(popup_window->Flags & ImGuiWindowFlags_Modal))
6729
0
            continue;
6730
0
        if (!popup_window->Active && !popup_window->WasActive)      // Check WasActive, because this code may run before popup renders on current frame, also check Active to handle newly created windows.
6731
0
            continue;
6732
0
        if (window == NULL)                                         // FindBlockingModal(NULL) test for if FocusWindow(NULL) is naturally possible via a mouse click.
6733
0
            return popup_window;
6734
0
        if (IsWindowWithinBeginStackOf(window, popup_window))       // Window may be over modal
6735
0
            continue;
6736
0
        return popup_window;                                        // Place window right below first block modal
6737
0
    }
6738
0
    return NULL;
6739
0
}
6740
6741
// Push a new Dear ImGui window to add widgets to.
6742
// - A default window called "Debug" is automatically stacked at the beginning of every frame so you can use widgets without explicitly calling a Begin/End pair.
6743
// - Begin/End can be called multiple times during the frame with the same window name to append content.
6744
// - The window name is used as a unique identifier to preserve window information across frames (and save rudimentary information to the .ini file).
6745
//   You can use the "##" or "###" markers to use the same label with different id, or same id with different label. See documentation at the top of this file.
6746
// - Return false when window is collapsed, so you can early out in your code. You always need to call ImGui::End() even if false is returned.
6747
// - Passing 'bool* p_open' displays a Close button on the upper-right corner of the window, the pointed value will be set to false when the button is pressed.
6748
bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
6749
0
{
6750
0
    ImGuiContext& g = *GImGui;
6751
0
    const ImGuiStyle& style = g.Style;
6752
0
    IM_ASSERT(name != NULL && name[0] != '\0');     // Window name required
6753
0
    IM_ASSERT(g.WithinFrameScope);                  // Forgot to call ImGui::NewFrame()
6754
0
    IM_ASSERT(g.FrameCountEnded != g.FrameCount);   // Called ImGui::Render() or ImGui::EndFrame() and haven't called ImGui::NewFrame() again yet
6755
6756
    // Find or create
6757
0
    ImGuiWindow* window = FindWindowByName(name);
6758
0
    const bool window_just_created = (window == NULL);
6759
0
    if (window_just_created)
6760
0
        window = CreateNewWindow(name, flags);
6761
6762
    // [DEBUG] Debug break requested by user
6763
0
    if (g.DebugBreakInWindow == window->ID)
6764
0
        IM_DEBUG_BREAK();
6765
6766
    // Automatically disable manual moving/resizing when NoInputs is set
6767
0
    if ((flags & ImGuiWindowFlags_NoInputs) == ImGuiWindowFlags_NoInputs)
6768
0
        flags |= ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize;
6769
6770
0
    if (flags & ImGuiWindowFlags_NavFlattened)
6771
0
        IM_ASSERT(flags & ImGuiWindowFlags_ChildWindow);
6772
6773
0
    const int current_frame = g.FrameCount;
6774
0
    const bool first_begin_of_the_frame = (window->LastFrameActive != current_frame);
6775
0
    window->IsFallbackWindow = (g.CurrentWindowStack.Size == 0 && g.WithinFrameScopeWithImplicitWindow);
6776
6777
    // Update the Appearing flag (note: the BeginDocked() path may also set this to true later)
6778
0
    bool window_just_activated_by_user = (window->LastFrameActive < current_frame - 1); // Not using !WasActive because the implicit "Debug" window would always toggle off->on
6779
0
    if (flags & ImGuiWindowFlags_Popup)
6780
0
    {
6781
0
        ImGuiPopupData& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size];
6782
0
        window_just_activated_by_user |= (window->PopupId != popup_ref.PopupId); // We recycle popups so treat window as activated if popup id changed
6783
0
        window_just_activated_by_user |= (window != popup_ref.Window);
6784
0
    }
6785
6786
    // Update Flags, LastFrameActive, BeginOrderXXX fields
6787
0
    const bool window_was_appearing = window->Appearing;
6788
0
    if (first_begin_of_the_frame)
6789
0
    {
6790
0
        UpdateWindowInFocusOrderList(window, window_just_created, flags);
6791
0
        window->Appearing = window_just_activated_by_user;
6792
0
        if (window->Appearing)
6793
0
            SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, true);
6794
0
        window->FlagsPreviousFrame = window->Flags;
6795
0
        window->Flags = (ImGuiWindowFlags)flags;
6796
0
        window->ChildFlags = (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasChildFlags) ? g.NextWindowData.ChildFlags : 0;
6797
0
        window->LastFrameActive = current_frame;
6798
0
        window->LastTimeActive = (float)g.Time;
6799
0
        window->BeginOrderWithinParent = 0;
6800
0
        window->BeginOrderWithinContext = (short)(g.WindowsActiveCount++);
6801
0
    }
6802
0
    else
6803
0
    {
6804
0
        flags = window->Flags;
6805
0
    }
6806
6807
    // Docking
6808
    // (NB: during the frame dock nodes are created, it is possible that (window->DockIsActive == false) even though (window->DockNode->Windows.Size > 1)
6809
0
    IM_ASSERT(window->DockNode == NULL || window->DockNodeAsHost == NULL); // Cannot be both
6810
0
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasDock)
6811
0
        SetWindowDock(window, g.NextWindowData.DockId, g.NextWindowData.DockCond);
6812
0
    if (first_begin_of_the_frame)
6813
0
    {
6814
0
        bool has_dock_node = (window->DockId != 0 || window->DockNode != NULL);
6815
0
        bool new_auto_dock_node = !has_dock_node && GetWindowAlwaysWantOwnTabBar(window);
6816
0
        bool dock_node_was_visible = window->DockNodeIsVisible;
6817
0
        bool dock_tab_was_visible = window->DockTabIsVisible;
6818
0
        if (has_dock_node || new_auto_dock_node)
6819
0
        {
6820
0
            BeginDocked(window, p_open);
6821
0
            flags = window->Flags;
6822
0
            if (window->DockIsActive)
6823
0
            {
6824
0
                IM_ASSERT(window->DockNode != NULL);
6825
0
                g.NextWindowData.Flags &= ~ImGuiNextWindowDataFlags_HasSizeConstraint; // Docking currently override constraints
6826
0
            }
6827
6828
            // Amend the Appearing flag
6829
0
            if (window->DockTabIsVisible && !dock_tab_was_visible && dock_node_was_visible && !window->Appearing && !window_was_appearing)
6830
0
            {
6831
0
                window->Appearing = true;
6832
0
                SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, true);
6833
0
            }
6834
0
        }
6835
0
        else
6836
0
        {
6837
0
            window->DockIsActive = window->DockNodeIsVisible = window->DockTabIsVisible = false;
6838
0
        }
6839
0
    }
6840
6841
    // Parent window is latched only on the first call to Begin() of the frame, so further append-calls can be done from a different window stack
6842
0
    ImGuiWindow* parent_window_in_stack = (window->DockIsActive && window->DockNode->HostWindow) ? window->DockNode->HostWindow : g.CurrentWindowStack.empty() ? NULL : g.CurrentWindowStack.back().Window;
6843
0
    ImGuiWindow* parent_window = first_begin_of_the_frame ? ((flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup)) ? parent_window_in_stack : NULL) : window->ParentWindow;
6844
0
    IM_ASSERT(parent_window != NULL || !(flags & ImGuiWindowFlags_ChildWindow));
6845
6846
    // We allow window memory to be compacted so recreate the base stack when needed.
6847
0
    if (window->IDStack.Size == 0)
6848
0
        window->IDStack.push_back(window->ID);
6849
6850
    // Add to stack
6851
0
    g.CurrentWindow = window;
6852
0
    ImGuiWindowStackData window_stack_data;
6853
0
    window_stack_data.Window = window;
6854
0
    window_stack_data.ParentLastItemDataBackup = g.LastItemData;
6855
0
    window_stack_data.StackSizesOnBegin.SetToContextState(&g);
6856
0
    g.CurrentWindowStack.push_back(window_stack_data);
6857
0
    if (flags & ImGuiWindowFlags_ChildMenu)
6858
0
        g.BeginMenuDepth++;
6859
6860
    // Update ->RootWindow and others pointers (before any possible call to FocusWindow)
6861
0
    if (first_begin_of_the_frame)
6862
0
    {
6863
0
        UpdateWindowParentAndRootLinks(window, flags, parent_window);
6864
0
        window->ParentWindowInBeginStack = parent_window_in_stack;
6865
6866
        // Focus route
6867
        // There's little point to expose a flag to set this: because the interesting cases won't be using parent_window_in_stack,
6868
        // Use for e.g. linking a tool window in a standalone viewport to a document window, regardless of their Begin() stack parenting. (#6798)
6869
0
        window->ParentWindowForFocusRoute = (window->RootWindow != window) ? parent_window_in_stack : NULL;
6870
0
        if (window->ParentWindowForFocusRoute == NULL && window->DockNode != NULL)
6871
0
            if (window->DockNode->MergedFlags & ImGuiDockNodeFlags_DockedWindowsInFocusRoute)
6872
0
                window->ParentWindowForFocusRoute = window->DockNode->HostWindow;
6873
6874
        // Override with SetNextWindowClass() field or direct call to SetWindowParentWindowForFocusRoute()
6875
0
        if (window->WindowClass.FocusRouteParentWindowId != 0)
6876
0
        {
6877
0
            window->ParentWindowForFocusRoute = FindWindowByID(window->WindowClass.FocusRouteParentWindowId);
6878
0
            IM_ASSERT(window->ParentWindowForFocusRoute != 0); // Invalid value for FocusRouteParentWindowId.
6879
0
        }
6880
0
    }
6881
6882
    // Add to focus scope stack
6883
0
    PushFocusScope((flags & ImGuiWindowFlags_NavFlattened) ? g.CurrentFocusScopeId : window->ID);
6884
0
    window->NavRootFocusScopeId = g.CurrentFocusScopeId;
6885
6886
    // Add to popup stacks: update OpenPopupStack[] data, push to BeginPopupStack[]
6887
0
    if (flags & ImGuiWindowFlags_Popup)
6888
0
    {
6889
0
        ImGuiPopupData& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size];
6890
0
        popup_ref.Window = window;
6891
0
        popup_ref.ParentNavLayer = parent_window_in_stack->DC.NavLayerCurrent;
6892
0
        g.BeginPopupStack.push_back(popup_ref);
6893
0
        window->PopupId = popup_ref.PopupId;
6894
0
    }
6895
6896
    // Process SetNextWindow***() calls
6897
    // (FIXME: Consider splitting the HasXXX flags into X/Y components
6898
0
    bool window_pos_set_by_api = false;
6899
0
    bool window_size_x_set_by_api = false, window_size_y_set_by_api = false;
6900
0
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos)
6901
0
    {
6902
0
        window_pos_set_by_api = (window->SetWindowPosAllowFlags & g.NextWindowData.PosCond) != 0;
6903
0
        if (window_pos_set_by_api && ImLengthSqr(g.NextWindowData.PosPivotVal) > 0.00001f)
6904
0
        {
6905
            // May be processed on the next frame if this is our first frame and we are measuring size
6906
            // FIXME: Look into removing the branch so everything can go through this same code path for consistency.
6907
0
            window->SetWindowPosVal = g.NextWindowData.PosVal;
6908
0
            window->SetWindowPosPivot = g.NextWindowData.PosPivotVal;
6909
0
            window->SetWindowPosAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);
6910
0
        }
6911
0
        else
6912
0
        {
6913
0
            SetWindowPos(window, g.NextWindowData.PosVal, g.NextWindowData.PosCond);
6914
0
        }
6915
0
    }
6916
0
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize)
6917
0
    {
6918
0
        window_size_x_set_by_api = (window->SetWindowSizeAllowFlags & g.NextWindowData.SizeCond) != 0 && (g.NextWindowData.SizeVal.x > 0.0f);
6919
0
        window_size_y_set_by_api = (window->SetWindowSizeAllowFlags & g.NextWindowData.SizeCond) != 0 && (g.NextWindowData.SizeVal.y > 0.0f);
6920
0
        if ((window->ChildFlags & ImGuiChildFlags_ResizeX) && (window->SetWindowSizeAllowFlags & ImGuiCond_FirstUseEver) == 0) // Axis-specific conditions for BeginChild()
6921
0
            g.NextWindowData.SizeVal.x = window->SizeFull.x;
6922
0
        if ((window->ChildFlags & ImGuiChildFlags_ResizeY) && (window->SetWindowSizeAllowFlags & ImGuiCond_FirstUseEver) == 0)
6923
0
            g.NextWindowData.SizeVal.y = window->SizeFull.y;
6924
0
        SetWindowSize(window, g.NextWindowData.SizeVal, g.NextWindowData.SizeCond);
6925
0
    }
6926
0
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasScroll)
6927
0
    {
6928
0
        if (g.NextWindowData.ScrollVal.x >= 0.0f)
6929
0
        {
6930
0
            window->ScrollTarget.x = g.NextWindowData.ScrollVal.x;
6931
0
            window->ScrollTargetCenterRatio.x = 0.0f;
6932
0
        }
6933
0
        if (g.NextWindowData.ScrollVal.y >= 0.0f)
6934
0
        {
6935
0
            window->ScrollTarget.y = g.NextWindowData.ScrollVal.y;
6936
0
            window->ScrollTargetCenterRatio.y = 0.0f;
6937
0
        }
6938
0
    }
6939
0
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasContentSize)
6940
0
        window->ContentSizeExplicit = g.NextWindowData.ContentSizeVal;
6941
0
    else if (first_begin_of_the_frame)
6942
0
        window->ContentSizeExplicit = ImVec2(0.0f, 0.0f);
6943
0
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasWindowClass)
6944
0
        window->WindowClass = g.NextWindowData.WindowClass;
6945
0
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasCollapsed)
6946
0
        SetWindowCollapsed(window, g.NextWindowData.CollapsedVal, g.NextWindowData.CollapsedCond);
6947
0
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasFocus)
6948
0
        FocusWindow(window);
6949
0
    if (window->Appearing)
6950
0
        SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, false);
6951
6952
    // We intentionally set g.CurrentWindow to NULL to prevent usage until when the viewport is set, then will call SetCurrentWindow()
6953
0
    g.CurrentWindow = NULL;
6954
6955
    // When reusing window again multiple times a frame, just append content (don't need to setup again)
6956
0
    if (first_begin_of_the_frame)
6957
0
    {
6958
        // Initialize
6959
0
        const bool window_is_child_tooltip = (flags & ImGuiWindowFlags_ChildWindow) && (flags & ImGuiWindowFlags_Tooltip); // FIXME-WIP: Undocumented behavior of Child+Tooltip for pinned tooltip (#1345)
6960
0
        const bool window_just_appearing_after_hidden_for_resize = (window->HiddenFramesCannotSkipItems > 0);
6961
0
        window->Active = true;
6962
0
        window->HasCloseButton = (p_open != NULL);
6963
0
        window->ClipRect = ImVec4(-FLT_MAX, -FLT_MAX, +FLT_MAX, +FLT_MAX);
6964
0
        window->IDStack.resize(1);
6965
0
        window->DrawList->_ResetForNewFrame();
6966
0
        window->DC.CurrentTableIdx = -1;
6967
0
        if (flags & ImGuiWindowFlags_DockNodeHost)
6968
0
        {
6969
0
            window->DrawList->ChannelsSplit(2);
6970
0
            window->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_FG); // Render decorations on channel 1 as we will render the backgrounds manually later
6971
0
        }
6972
6973
        // Restore buffer capacity when woken from a compacted state, to avoid
6974
0
        if (window->MemoryCompacted)
6975
0
            GcAwakeTransientWindowBuffers(window);
6976
6977
        // Update stored window name when it changes (which can _only_ happen with the "###" operator, so the ID would stay unchanged).
6978
        // The title bar always display the 'name' parameter, so we only update the string storage if it needs to be visible to the end-user elsewhere.
6979
0
        bool window_title_visible_elsewhere = false;
6980
0
        if ((window->Viewport && window->Viewport->Window == window) || (window->DockIsActive))
6981
0
            window_title_visible_elsewhere = true;
6982
0
        else if (g.NavWindowingListWindow != NULL && (window->Flags & ImGuiWindowFlags_NoNavFocus) == 0)   // Window titles visible when using CTRL+TAB
6983
0
            window_title_visible_elsewhere = true;
6984
0
        if (window_title_visible_elsewhere && !window_just_created && strcmp(name, window->Name) != 0)
6985
0
        {
6986
0
            size_t buf_len = (size_t)window->NameBufLen;
6987
0
            window->Name = ImStrdupcpy(window->Name, &buf_len, name);
6988
0
            window->NameBufLen = (int)buf_len;
6989
0
        }
6990
6991
        // UPDATE CONTENTS SIZE, UPDATE HIDDEN STATUS
6992
6993
        // Update contents size from last frame for auto-fitting (or use explicit size)
6994
0
        CalcWindowContentSizes(window, &window->ContentSize, &window->ContentSizeIdeal);
6995
6996
        // FIXME: These flags are decremented before they are used. This means that in order to have these fields produce their intended behaviors
6997
        // for one frame we must set them to at least 2, which is counter-intuitive. HiddenFramesCannotSkipItems is a more complicated case because
6998
        // it has a single usage before this code block and may be set below before it is finally checked.
6999
0
        if (window->HiddenFramesCanSkipItems > 0)
7000
0
            window->HiddenFramesCanSkipItems--;
7001
0
        if (window->HiddenFramesCannotSkipItems > 0)
7002
0
            window->HiddenFramesCannotSkipItems--;
7003
0
        if (window->HiddenFramesForRenderOnly > 0)
7004
0
            window->HiddenFramesForRenderOnly--;
7005
7006
        // Hide new windows for one frame until they calculate their size
7007
0
        if (window_just_created && (!window_size_x_set_by_api || !window_size_y_set_by_api))
7008
0
            window->HiddenFramesCannotSkipItems = 1;
7009
7010
        // Hide popup/tooltip window when re-opening while we measure size (because we recycle the windows)
7011
        // We reset Size/ContentSize for reappearing popups/tooltips early in this function, so further code won't be tempted to use the old size.
7012
0
        if (window_just_activated_by_user && (flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) != 0)
7013
0
        {
7014
0
            window->HiddenFramesCannotSkipItems = 1;
7015
0
            if (flags & ImGuiWindowFlags_AlwaysAutoResize)
7016
0
            {
7017
0
                if (!window_size_x_set_by_api)
7018
0
                    window->Size.x = window->SizeFull.x = 0.f;
7019
0
                if (!window_size_y_set_by_api)
7020
0
                    window->Size.y = window->SizeFull.y = 0.f;
7021
0
                window->ContentSize = window->ContentSizeIdeal = ImVec2(0.f, 0.f);
7022
0
            }
7023
0
        }
7024
7025
        // SELECT VIEWPORT
7026
        // We need to do this before using any style/font sizes, as viewport with a different DPI may affect font sizes.
7027
7028
0
        WindowSelectViewport(window);
7029
0
        SetCurrentViewport(window, window->Viewport);
7030
0
        window->FontDpiScale = (g.IO.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleFonts) ? window->Viewport->DpiScale : 1.0f;
7031
0
        SetCurrentWindow(window);
7032
0
        flags = window->Flags;
7033
7034
        // LOCK BORDER SIZE AND PADDING FOR THE FRAME (so that altering them doesn't cause inconsistencies)
7035
        // We read Style data after the call to UpdateSelectWindowViewport() which might be swapping the style.
7036
7037
0
        if (!window->DockIsActive && (flags & ImGuiWindowFlags_ChildWindow))
7038
0
            window->WindowBorderSize = style.ChildBorderSize;
7039
0
        else
7040
0
            window->WindowBorderSize = ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupBorderSize : style.WindowBorderSize;
7041
0
        window->WindowPadding = style.WindowPadding;
7042
0
        if (!window->DockIsActive && (flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !(window->ChildFlags & ImGuiChildFlags_AlwaysUseWindowPadding) && window->WindowBorderSize == 0.0f)
7043
0
            window->WindowPadding = ImVec2(0.0f, (flags & ImGuiWindowFlags_MenuBar) ? style.WindowPadding.y : 0.0f);
7044
7045
        // Lock menu offset so size calculation can use it as menu-bar windows need a minimum size.
7046
0
        window->DC.MenuBarOffset.x = ImMax(ImMax(window->WindowPadding.x, style.ItemSpacing.x), g.NextWindowData.MenuBarOffsetMinVal.x);
7047
0
        window->DC.MenuBarOffset.y = g.NextWindowData.MenuBarOffsetMinVal.y;
7048
7049
        // Depending on condition we use previous or current window size to compare against contents size to decide if a scrollbar should be visible.
7050
        // Those flags will be altered further down in the function depending on more conditions.
7051
0
        bool use_current_size_for_scrollbar_x = window_just_created;
7052
0
        bool use_current_size_for_scrollbar_y = window_just_created;
7053
0
        if (window_size_x_set_by_api && window->ContentSizeExplicit.x != 0.0f)
7054
0
            use_current_size_for_scrollbar_x = true;
7055
0
        if (window_size_y_set_by_api && window->ContentSizeExplicit.y != 0.0f) // #7252
7056
0
            use_current_size_for_scrollbar_y = true;
7057
7058
        // Collapse window by double-clicking on title bar
7059
        // At this point we don't have a clipping rectangle setup yet, so we can use the title bar area for hit detection and drawing
7060
0
        if (!(flags & ImGuiWindowFlags_NoTitleBar) && !(flags & ImGuiWindowFlags_NoCollapse) && !window->DockIsActive)
7061
0
        {
7062
            // We don't use a regular button+id to test for double-click on title bar (mostly due to legacy reason, could be fixed), so verify that we don't have items over the title bar.
7063
0
            ImRect title_bar_rect = window->TitleBarRect();
7064
0
            if (g.HoveredWindow == window && g.HoveredId == 0 && g.HoveredIdPreviousFrame == 0 && IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max))
7065
0
                if (g.IO.MouseClickedCount[0] == 2 && GetKeyOwner(ImGuiKey_MouseLeft) == ImGuiKeyOwner_None)
7066
0
                    window->WantCollapseToggle = true;
7067
0
            if (window->WantCollapseToggle)
7068
0
            {
7069
0
                window->Collapsed = !window->Collapsed;
7070
0
                if (!window->Collapsed)
7071
0
                    use_current_size_for_scrollbar_y = true;
7072
0
                MarkIniSettingsDirty(window);
7073
0
            }
7074
0
        }
7075
0
        else
7076
0
        {
7077
0
            window->Collapsed = false;
7078
0
        }
7079
0
        window->WantCollapseToggle = false;
7080
7081
        // SIZE
7082
7083
        // Outer Decoration Sizes
7084
        // (we need to clear ScrollbarSize immediatly as CalcWindowAutoFitSize() needs it and can be called from other locations).
7085
0
        const ImVec2 scrollbar_sizes_from_last_frame = window->ScrollbarSizes;
7086
0
        window->DecoOuterSizeX1 = 0.0f;
7087
0
        window->DecoOuterSizeX2 = 0.0f;
7088
0
        window->DecoOuterSizeY1 = window->TitleBarHeight() + window->MenuBarHeight();
7089
0
        window->DecoOuterSizeY2 = 0.0f;
7090
0
        window->ScrollbarSizes = ImVec2(0.0f, 0.0f);
7091
7092
        // Calculate auto-fit size, handle automatic resize
7093
0
        const ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, window->ContentSizeIdeal);
7094
0
        if ((flags & ImGuiWindowFlags_AlwaysAutoResize) && !window->Collapsed)
7095
0
        {
7096
            // Using SetNextWindowSize() overrides ImGuiWindowFlags_AlwaysAutoResize, so it can be used on tooltips/popups, etc.
7097
0
            if (!window_size_x_set_by_api)
7098
0
            {
7099
0
                window->SizeFull.x = size_auto_fit.x;
7100
0
                use_current_size_for_scrollbar_x = true;
7101
0
            }
7102
0
            if (!window_size_y_set_by_api)
7103
0
            {
7104
0
                window->SizeFull.y = size_auto_fit.y;
7105
0
                use_current_size_for_scrollbar_y = true;
7106
0
            }
7107
0
        }
7108
0
        else if (window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0)
7109
0
        {
7110
            // Auto-fit may only grow window during the first few frames
7111
            // We still process initial auto-fit on collapsed windows to get a window width, but otherwise don't honor ImGuiWindowFlags_AlwaysAutoResize when collapsed.
7112
0
            if (!window_size_x_set_by_api && window->AutoFitFramesX > 0)
7113
0
            {
7114
0
                window->SizeFull.x = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.x, size_auto_fit.x) : size_auto_fit.x;
7115
0
                use_current_size_for_scrollbar_x = true;
7116
0
            }
7117
0
            if (!window_size_y_set_by_api && window->AutoFitFramesY > 0)
7118
0
            {
7119
0
                window->SizeFull.y = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.y, size_auto_fit.y) : size_auto_fit.y;
7120
0
                use_current_size_for_scrollbar_y = true;
7121
0
            }
7122
0
            if (!window->Collapsed)
7123
0
                MarkIniSettingsDirty(window);
7124
0
        }
7125
7126
        // Apply minimum/maximum window size constraints and final size
7127
0
        window->SizeFull = CalcWindowSizeAfterConstraint(window, window->SizeFull);
7128
0
        window->Size = window->Collapsed && !(flags & ImGuiWindowFlags_ChildWindow) ? window->TitleBarRect().GetSize() : window->SizeFull;
7129
7130
        // POSITION
7131
7132
        // Popup latch its initial position, will position itself when it appears next frame
7133
0
        if (window_just_activated_by_user)
7134
0
        {
7135
0
            window->AutoPosLastDirection = ImGuiDir_None;
7136
0
            if ((flags & ImGuiWindowFlags_Popup) != 0 && !(flags & ImGuiWindowFlags_Modal) && !window_pos_set_by_api) // FIXME: BeginPopup() could use SetNextWindowPos()
7137
0
                window->Pos = g.BeginPopupStack.back().OpenPopupPos;
7138
0
        }
7139
7140
        // Position child window
7141
0
        if (flags & ImGuiWindowFlags_ChildWindow)
7142
0
        {
7143
0
            IM_ASSERT(parent_window && parent_window->Active);
7144
0
            window->BeginOrderWithinParent = (short)parent_window->DC.ChildWindows.Size;
7145
0
            parent_window->DC.ChildWindows.push_back(window);
7146
0
            if (!(flags & ImGuiWindowFlags_Popup) && !window_pos_set_by_api && !window_is_child_tooltip)
7147
0
                window->Pos = parent_window->DC.CursorPos;
7148
0
        }
7149
7150
0
        const bool window_pos_with_pivot = (window->SetWindowPosVal.x != FLT_MAX && window->HiddenFramesCannotSkipItems == 0);
7151
0
        if (window_pos_with_pivot)
7152
0
            SetWindowPos(window, window->SetWindowPosVal - window->Size * window->SetWindowPosPivot, 0); // Position given a pivot (e.g. for centering)
7153
0
        else if ((flags & ImGuiWindowFlags_ChildMenu) != 0)
7154
0
            window->Pos = FindBestWindowPosForPopup(window);
7155
0
        else if ((flags & ImGuiWindowFlags_Popup) != 0 && !window_pos_set_by_api && window_just_appearing_after_hidden_for_resize)
7156
0
            window->Pos = FindBestWindowPosForPopup(window);
7157
0
        else if ((flags & ImGuiWindowFlags_Tooltip) != 0 && !window_pos_set_by_api && !window_is_child_tooltip)
7158
0
            window->Pos = FindBestWindowPosForPopup(window);
7159
7160
        // Late create viewport if we don't fit within our current host viewport.
7161
0
        if (window->ViewportAllowPlatformMonitorExtend >= 0 && !window->ViewportOwned && !(window->Viewport->Flags & ImGuiViewportFlags_IsMinimized))
7162
0
            if (!window->Viewport->GetMainRect().Contains(window->Rect()))
7163
0
            {
7164
                // This is based on the assumption that the DPI will be known ahead (same as the DPI of the selection done in UpdateSelectWindowViewport)
7165
                //ImGuiViewport* old_viewport = window->Viewport;
7166
0
                window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_NoFocusOnAppearing);
7167
7168
                // FIXME-DPI
7169
                //IM_ASSERT(old_viewport->DpiScale == window->Viewport->DpiScale); // FIXME-DPI: Something went wrong
7170
0
                SetCurrentViewport(window, window->Viewport);
7171
0
                window->FontDpiScale = (g.IO.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleFonts) ? window->Viewport->DpiScale : 1.0f;
7172
0
                SetCurrentWindow(window);
7173
0
            }
7174
7175
0
        if (window->ViewportOwned)
7176
0
            WindowSyncOwnedViewport(window, parent_window_in_stack);
7177
7178
        // Calculate the range of allowed position for that window (to be movable and visible past safe area padding)
7179
        // When clamping to stay visible, we will enforce that window->Pos stays inside of visibility_rect.
7180
0
        ImRect viewport_rect(window->Viewport->GetMainRect());
7181
0
        ImRect viewport_work_rect(window->Viewport->GetWorkRect());
7182
0
        ImVec2 visibility_padding = ImMax(style.DisplayWindowPadding, style.DisplaySafeAreaPadding);
7183
0
        ImRect visibility_rect(viewport_work_rect.Min + visibility_padding, viewport_work_rect.Max - visibility_padding);
7184
7185
        // Clamp position/size so window stays visible within its viewport or monitor
7186
        // Ignore zero-sized display explicitly to avoid losing positions if a window manager reports zero-sized window when initializing or minimizing.
7187
        // FIXME: Similar to code in GetWindowAllowedExtentRect()
7188
0
        if (!window_pos_set_by_api && !(flags & ImGuiWindowFlags_ChildWindow))
7189
0
        {
7190
0
            if (!window->ViewportOwned && viewport_rect.GetWidth() > 0 && viewport_rect.GetHeight() > 0.0f)
7191
0
            {
7192
0
                ClampWindowPos(window, visibility_rect);
7193
0
            }
7194
0
            else if (window->ViewportOwned && g.PlatformIO.Monitors.Size > 0)
7195
0
            {
7196
0
                if (g.MovingWindow != NULL && window->RootWindowDockTree == g.MovingWindow->RootWindowDockTree)
7197
0
                {
7198
                    // While moving windows we allow them to straddle monitors (#7299, #3071)
7199
0
                    visibility_rect = g.PlatformMonitorsFullWorkRect;
7200
0
                }
7201
0
                else
7202
0
                {
7203
                    // When not moving ensure visible in its monitor
7204
                    // Lost windows (e.g. a monitor disconnected) will naturally moved to the fallback/dummy monitor aka the main viewport.
7205
0
                    const ImGuiPlatformMonitor* monitor = GetViewportPlatformMonitor(window->Viewport);
7206
0
                    visibility_rect = ImRect(monitor->WorkPos, monitor->WorkPos + monitor->WorkSize);
7207
0
                }
7208
0
                visibility_rect.Expand(-visibility_padding);
7209
0
                ClampWindowPos(window, visibility_rect);
7210
0
            }
7211
0
        }
7212
0
        window->Pos = ImTrunc(window->Pos);
7213
7214
        // Lock window rounding for the frame (so that altering them doesn't cause inconsistencies)
7215
        // Large values tend to lead to variety of artifacts and are not recommended.
7216
0
        if (window->ViewportOwned || window->DockIsActive)
7217
0
            window->WindowRounding = 0.0f;
7218
0
        else
7219
0
            window->WindowRounding = (flags & ImGuiWindowFlags_ChildWindow) ? style.ChildRounding : ((flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupRounding : style.WindowRounding;
7220
7221
        // For windows with title bar or menu bar, we clamp to FrameHeight(FontSize + FramePadding.y * 2.0f) to completely hide artifacts.
7222
        //if ((window->Flags & ImGuiWindowFlags_MenuBar) || !(window->Flags & ImGuiWindowFlags_NoTitleBar))
7223
        //    window->WindowRounding = ImMin(window->WindowRounding, g.FontSize + style.FramePadding.y * 2.0f);
7224
7225
        // Apply window focus (new and reactivated windows are moved to front)
7226
0
        bool want_focus = false;
7227
0
        if (window_just_activated_by_user && !(flags & ImGuiWindowFlags_NoFocusOnAppearing))
7228
0
        {
7229
0
            if (flags & ImGuiWindowFlags_Popup)
7230
0
                want_focus = true;
7231
0
            else if ((window->DockIsActive || (flags & ImGuiWindowFlags_ChildWindow) == 0) && !(flags & ImGuiWindowFlags_Tooltip))
7232
0
                want_focus = true;
7233
0
        }
7234
7235
        // [Test Engine] Register whole window in the item system (before submitting further decorations)
7236
#ifdef IMGUI_ENABLE_TEST_ENGINE
7237
        if (g.TestEngineHookItems)
7238
        {
7239
            IM_ASSERT(window->IDStack.Size == 1);
7240
            window->IDStack.Size = 0; // As window->IDStack[0] == window->ID here, make sure TestEngine doesn't erroneously see window as parent of itself.
7241
            IMGUI_TEST_ENGINE_ITEM_ADD(window->ID, window->Rect(), NULL);
7242
            IMGUI_TEST_ENGINE_ITEM_INFO(window->ID, window->Name, (g.HoveredWindow == window) ? ImGuiItemStatusFlags_HoveredRect : 0);
7243
            window->IDStack.Size = 1;
7244
        }
7245
#endif
7246
7247
        // Decide if we are going to handle borders and resize grips
7248
0
        const bool handle_borders_and_resize_grips = (window->DockNodeAsHost || !window->DockIsActive);
7249
7250
        // Handle manual resize: Resize Grips, Borders, Gamepad
7251
0
        int border_hovered = -1, border_held = -1;
7252
0
        ImU32 resize_grip_col[4] = {};
7253
0
        const int resize_grip_count = ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup)) ? 0 : g.IO.ConfigWindowsResizeFromEdges ? 2 : 1; // Allow resize from lower-left if we have the mouse cursor feedback for it.
7254
0
        const float resize_grip_draw_size = IM_TRUNC(ImMax(g.FontSize * 1.10f, window->WindowRounding + 1.0f + g.FontSize * 0.2f));
7255
0
        if (handle_borders_and_resize_grips && !window->Collapsed)
7256
0
            if (int auto_fit_mask = UpdateWindowManualResize(window, size_auto_fit, &border_hovered, &border_held, resize_grip_count, &resize_grip_col[0], visibility_rect))
7257
0
            {
7258
0
                if (auto_fit_mask & (1 << ImGuiAxis_X))
7259
0
                    use_current_size_for_scrollbar_x = true;
7260
0
                if (auto_fit_mask & (1 << ImGuiAxis_Y))
7261
0
                    use_current_size_for_scrollbar_y = true;
7262
0
            }
7263
0
        window->ResizeBorderHovered = (signed char)border_hovered;
7264
0
        window->ResizeBorderHeld = (signed char)border_held;
7265
7266
        // Synchronize window --> viewport again and one last time (clamping and manual resize may have affected either)
7267
0
        if (window->ViewportOwned)
7268
0
        {
7269
0
            if (!window->Viewport->PlatformRequestMove)
7270
0
                window->Viewport->Pos = window->Pos;
7271
0
            if (!window->Viewport->PlatformRequestResize)
7272
0
                window->Viewport->Size = window->Size;
7273
0
            window->Viewport->UpdateWorkRect();
7274
0
            viewport_rect = window->Viewport->GetMainRect();
7275
0
        }
7276
7277
        // Save last known viewport position within the window itself (so it can be saved in .ini file and restored)
7278
0
        window->ViewportPos = window->Viewport->Pos;
7279
7280
        // SCROLLBAR VISIBILITY
7281
7282
        // Update scrollbar visibility (based on the Size that was effective during last frame or the auto-resized Size).
7283
0
        if (!window->Collapsed)
7284
0
        {
7285
            // When reading the current size we need to read it after size constraints have been applied.
7286
            // Intentionally use previous frame values for InnerRect and ScrollbarSizes.
7287
            // And when we use window->DecorationUp here it doesn't have ScrollbarSizes.y applied yet.
7288
0
            ImVec2 avail_size_from_current_frame = ImVec2(window->SizeFull.x, window->SizeFull.y - (window->DecoOuterSizeY1 + window->DecoOuterSizeY2));
7289
0
            ImVec2 avail_size_from_last_frame = window->InnerRect.GetSize() + scrollbar_sizes_from_last_frame;
7290
0
            ImVec2 needed_size_from_last_frame = window_just_created ? ImVec2(0, 0) : window->ContentSize + window->WindowPadding * 2.0f;
7291
0
            float size_x_for_scrollbars = use_current_size_for_scrollbar_x ? avail_size_from_current_frame.x : avail_size_from_last_frame.x;
7292
0
            float size_y_for_scrollbars = use_current_size_for_scrollbar_y ? avail_size_from_current_frame.y : avail_size_from_last_frame.y;
7293
            //bool scrollbar_y_from_last_frame = window->ScrollbarY; // FIXME: May want to use that in the ScrollbarX expression? How many pros vs cons?
7294
0
            window->ScrollbarY = (flags & ImGuiWindowFlags_AlwaysVerticalScrollbar) || ((needed_size_from_last_frame.y > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar));
7295
0
            window->ScrollbarX = (flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar) || ((needed_size_from_last_frame.x > size_x_for_scrollbars - (window->ScrollbarY ? style.ScrollbarSize : 0.0f)) && !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar));
7296
0
            if (window->ScrollbarX && !window->ScrollbarY)
7297
0
                window->ScrollbarY = (needed_size_from_last_frame.y > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar);
7298
0
            window->ScrollbarSizes = ImVec2(window->ScrollbarY ? style.ScrollbarSize : 0.0f, window->ScrollbarX ? style.ScrollbarSize : 0.0f);
7299
7300
            // Amend the partially filled window->DecorationXXX values.
7301
0
            window->DecoOuterSizeX2 += window->ScrollbarSizes.x;
7302
0
            window->DecoOuterSizeY2 += window->ScrollbarSizes.y;
7303
0
        }
7304
7305
        // UPDATE RECTANGLES (1- THOSE NOT AFFECTED BY SCROLLING)
7306
        // Update various regions. Variables they depend on should be set above in this function.
7307
        // We set this up after processing the resize grip so that our rectangles doesn't lag by a frame.
7308
7309
        // Outer rectangle
7310
        // Not affected by window border size. Used by:
7311
        // - FindHoveredWindow() (w/ extra padding when border resize is enabled)
7312
        // - Begin() initial clipping rect for drawing window background and borders.
7313
        // - Begin() clipping whole child
7314
0
        const ImRect host_rect = ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip) ? parent_window->ClipRect : viewport_rect;
7315
0
        const ImRect outer_rect = window->Rect();
7316
0
        const ImRect title_bar_rect = window->TitleBarRect();
7317
0
        window->OuterRectClipped = outer_rect;
7318
0
        if (window->DockIsActive)
7319
0
            window->OuterRectClipped.Min.y += window->TitleBarHeight();
7320
0
        window->OuterRectClipped.ClipWith(host_rect);
7321
7322
        // Inner rectangle
7323
        // Not affected by window border size. Used by:
7324
        // - InnerClipRect
7325
        // - ScrollToRectEx()
7326
        // - NavUpdatePageUpPageDown()
7327
        // - Scrollbar()
7328
0
        window->InnerRect.Min.x = window->Pos.x + window->DecoOuterSizeX1;
7329
0
        window->InnerRect.Min.y = window->Pos.y + window->DecoOuterSizeY1;
7330
0
        window->InnerRect.Max.x = window->Pos.x + window->Size.x - window->DecoOuterSizeX2;
7331
0
        window->InnerRect.Max.y = window->Pos.y + window->Size.y - window->DecoOuterSizeY2;
7332
7333
        // Inner clipping rectangle.
7334
        // Will extend a little bit outside the normal work region.
7335
        // This is to allow e.g. Selectable or CollapsingHeader or some separators to cover that space.
7336
        // Force round operator last to ensure that e.g. (int)(max.x-min.x) in user's render code produce correct result.
7337
        // Note that if our window is collapsed we will end up with an inverted (~null) clipping rectangle which is the correct behavior.
7338
        // Affected by window/frame border size. Used by:
7339
        // - Begin() initial clip rect
7340
0
        float top_border_size = (((flags & ImGuiWindowFlags_MenuBar) || !(flags & ImGuiWindowFlags_NoTitleBar)) ? style.FrameBorderSize : window->WindowBorderSize);
7341
0
        window->InnerClipRect.Min.x = ImFloor(0.5f + window->InnerRect.Min.x + ImMax(ImTrunc(window->WindowPadding.x * 0.5f), window->WindowBorderSize));
7342
0
        window->InnerClipRect.Min.y = ImFloor(0.5f + window->InnerRect.Min.y + top_border_size);
7343
0
        window->InnerClipRect.Max.x = ImFloor(0.5f + window->InnerRect.Max.x - ImMax(ImTrunc(window->WindowPadding.x * 0.5f), window->WindowBorderSize));
7344
0
        window->InnerClipRect.Max.y = ImFloor(0.5f + window->InnerRect.Max.y - window->WindowBorderSize);
7345
0
        window->InnerClipRect.ClipWithFull(host_rect);
7346
7347
        // Default item width. Make it proportional to window size if window manually resizes
7348
0
        if (window->Size.x > 0.0f && !(flags & ImGuiWindowFlags_Tooltip) && !(flags & ImGuiWindowFlags_AlwaysAutoResize))
7349
0
            window->ItemWidthDefault = ImTrunc(window->Size.x * 0.65f);
7350
0
        else
7351
0
            window->ItemWidthDefault = ImTrunc(g.FontSize * 16.0f);
7352
7353
        // SCROLLING
7354
7355
        // Lock down maximum scrolling
7356
        // The value of ScrollMax are ahead from ScrollbarX/ScrollbarY which is intentionally using InnerRect from previous rect in order to accommodate
7357
        // for right/bottom aligned items without creating a scrollbar.
7358
0
        window->ScrollMax.x = ImMax(0.0f, window->ContentSize.x + window->WindowPadding.x * 2.0f - window->InnerRect.GetWidth());
7359
0
        window->ScrollMax.y = ImMax(0.0f, window->ContentSize.y + window->WindowPadding.y * 2.0f - window->InnerRect.GetHeight());
7360
7361
        // Apply scrolling
7362
0
        window->Scroll = CalcNextScrollFromScrollTargetAndClamp(window);
7363
0
        window->ScrollTarget = ImVec2(FLT_MAX, FLT_MAX);
7364
0
        window->DecoInnerSizeX1 = window->DecoInnerSizeY1 = 0.0f;
7365
7366
        // DRAWING
7367
7368
        // Setup draw list and outer clipping rectangle
7369
0
        IM_ASSERT(window->DrawList->CmdBuffer.Size == 1 && window->DrawList->CmdBuffer[0].ElemCount == 0);
7370
0
        window->DrawList->PushTextureID(g.Font->ContainerAtlas->TexID);
7371
0
        PushClipRect(host_rect.Min, host_rect.Max, false);
7372
7373
        // Child windows can render their decoration (bg color, border, scrollbars, etc.) within their parent to save a draw call (since 1.71)
7374
        // When using overlapping child windows, this will break the assumption that child z-order is mapped to submission order.
7375
        // FIXME: User code may rely on explicit sorting of overlapping child window and would need to disable this somehow. Please get in contact if you are affected (github #4493)
7376
0
        const bool is_undocked_or_docked_visible = !window->DockIsActive || window->DockTabIsVisible;
7377
0
        if (is_undocked_or_docked_visible)
7378
0
        {
7379
0
            bool render_decorations_in_parent = false;
7380
0
            if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip)
7381
0
            {
7382
                // - We test overlap with the previous child window only (testing all would end up being O(log N) not a good investment here)
7383
                // - We disable this when the parent window has zero vertices, which is a common pattern leading to laying out multiple overlapping childs
7384
0
                ImGuiWindow* previous_child = parent_window->DC.ChildWindows.Size >= 2 ? parent_window->DC.ChildWindows[parent_window->DC.ChildWindows.Size - 2] : NULL;
7385
0
                bool previous_child_overlapping = previous_child ? previous_child->Rect().Overlaps(window->Rect()) : false;
7386
0
                bool parent_is_empty = (parent_window->DrawList->VtxBuffer.Size == 0);
7387
0
                if (window->DrawList->CmdBuffer.back().ElemCount == 0 && !parent_is_empty && !previous_child_overlapping)
7388
0
                    render_decorations_in_parent = true;
7389
0
            }
7390
0
            if (render_decorations_in_parent)
7391
0
                window->DrawList = parent_window->DrawList;
7392
7393
            // Handle title bar, scrollbar, resize grips and resize borders
7394
0
            const ImGuiWindow* window_to_highlight = g.NavWindowingTarget ? g.NavWindowingTarget : g.NavWindow;
7395
0
            const bool title_bar_is_highlight = want_focus || (window_to_highlight && (window->RootWindowForTitleBarHighlight == window_to_highlight->RootWindowForTitleBarHighlight || (window->DockNode && window->DockNode == window_to_highlight->DockNode)));
7396
0
            RenderWindowDecorations(window, title_bar_rect, title_bar_is_highlight, handle_borders_and_resize_grips, resize_grip_count, resize_grip_col, resize_grip_draw_size);
7397
7398
0
            if (render_decorations_in_parent)
7399
0
                window->DrawList = &window->DrawListInst;
7400
0
        }
7401
7402
        // UPDATE RECTANGLES (2- THOSE AFFECTED BY SCROLLING)
7403
7404
        // Work rectangle.
7405
        // Affected by window padding and border size. Used by:
7406
        // - Columns() for right-most edge
7407
        // - TreeNode(), CollapsingHeader() for right-most edge
7408
        // - BeginTabBar() for right-most edge
7409
0
        const bool allow_scrollbar_x = !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar);
7410
0
        const bool allow_scrollbar_y = !(flags & ImGuiWindowFlags_NoScrollbar);
7411
0
        const float work_rect_size_x = (window->ContentSizeExplicit.x != 0.0f ? window->ContentSizeExplicit.x : ImMax(allow_scrollbar_x ? window->ContentSize.x : 0.0f, window->Size.x - window->WindowPadding.x * 2.0f - (window->DecoOuterSizeX1 + window->DecoOuterSizeX2)));
7412
0
        const float work_rect_size_y = (window->ContentSizeExplicit.y != 0.0f ? window->ContentSizeExplicit.y : ImMax(allow_scrollbar_y ? window->ContentSize.y : 0.0f, window->Size.y - window->WindowPadding.y * 2.0f - (window->DecoOuterSizeY1 + window->DecoOuterSizeY2)));
7413
0
        window->WorkRect.Min.x = ImTrunc(window->InnerRect.Min.x - window->Scroll.x + ImMax(window->WindowPadding.x, window->WindowBorderSize));
7414
0
        window->WorkRect.Min.y = ImTrunc(window->InnerRect.Min.y - window->Scroll.y + ImMax(window->WindowPadding.y, window->WindowBorderSize));
7415
0
        window->WorkRect.Max.x = window->WorkRect.Min.x + work_rect_size_x;
7416
0
        window->WorkRect.Max.y = window->WorkRect.Min.y + work_rect_size_y;
7417
0
        window->ParentWorkRect = window->WorkRect;
7418
7419
        // [LEGACY] Content Region
7420
        // FIXME-OBSOLETE: window->ContentRegionRect.Max is currently very misleading / partly faulty, but some BeginChild() patterns relies on it.
7421
        // Unless explicit content size is specified by user, this currently represent the region leading to no scrolling.
7422
        // Used by:
7423
        // - Mouse wheel scrolling + many other things
7424
0
        window->ContentRegionRect.Min.x = window->Pos.x - window->Scroll.x + window->WindowPadding.x + window->DecoOuterSizeX1;
7425
0
        window->ContentRegionRect.Min.y = window->Pos.y - window->Scroll.y + window->WindowPadding.y + window->DecoOuterSizeY1;
7426
0
        window->ContentRegionRect.Max.x = window->ContentRegionRect.Min.x + (window->ContentSizeExplicit.x != 0.0f ? window->ContentSizeExplicit.x : (window->Size.x - window->WindowPadding.x * 2.0f - (window->DecoOuterSizeX1 + window->DecoOuterSizeX2)));
7427
0
        window->ContentRegionRect.Max.y = window->ContentRegionRect.Min.y + (window->ContentSizeExplicit.y != 0.0f ? window->ContentSizeExplicit.y : (window->Size.y - window->WindowPadding.y * 2.0f - (window->DecoOuterSizeY1 + window->DecoOuterSizeY2)));
7428
7429
        // Setup drawing context
7430
        // (NB: That term "drawing context / DC" lost its meaning a long time ago. Initially was meant to hold transient data only. Nowadays difference between window-> and window->DC-> is dubious.)
7431
0
        window->DC.Indent.x = window->DecoOuterSizeX1 + window->WindowPadding.x - window->Scroll.x;
7432
0
        window->DC.GroupOffset.x = 0.0f;
7433
0
        window->DC.ColumnsOffset.x = 0.0f;
7434
7435
        // Record the loss of precision of CursorStartPos which can happen due to really large scrolling amount.
7436
        // This is used by clipper to compensate and fix the most common use case of large scroll area. Easy and cheap, next best thing compared to switching everything to double or ImU64.
7437
0
        double start_pos_highp_x = (double)window->Pos.x + window->WindowPadding.x - (double)window->Scroll.x + window->DecoOuterSizeX1 + window->DC.ColumnsOffset.x;
7438
0
        double start_pos_highp_y = (double)window->Pos.y + window->WindowPadding.y - (double)window->Scroll.y + window->DecoOuterSizeY1;
7439
0
        window->DC.CursorStartPos  = ImVec2((float)start_pos_highp_x, (float)start_pos_highp_y);
7440
0
        window->DC.CursorStartPosLossyness = ImVec2((float)(start_pos_highp_x - window->DC.CursorStartPos.x), (float)(start_pos_highp_y - window->DC.CursorStartPos.y));
7441
0
        window->DC.CursorPos = window->DC.CursorStartPos;
7442
0
        window->DC.CursorPosPrevLine = window->DC.CursorPos;
7443
0
        window->DC.CursorMaxPos = window->DC.CursorStartPos;
7444
0
        window->DC.IdealMaxPos = window->DC.CursorStartPos;
7445
0
        window->DC.CurrLineSize = window->DC.PrevLineSize = ImVec2(0.0f, 0.0f);
7446
0
        window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset = 0.0f;
7447
0
        window->DC.IsSameLine = window->DC.IsSetPos = false;
7448
7449
0
        window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
7450
0
        window->DC.NavLayersActiveMask = window->DC.NavLayersActiveMaskNext;
7451
0
        window->DC.NavLayersActiveMaskNext = 0x00;
7452
0
        window->DC.NavIsScrollPushableX = true;
7453
0
        window->DC.NavHideHighlightOneFrame = false;
7454
0
        window->DC.NavWindowHasScrollY = (window->ScrollMax.y > 0.0f);
7455
7456
0
        window->DC.MenuBarAppending = false;
7457
0
        window->DC.MenuColumns.Update(style.ItemSpacing.x, window_just_activated_by_user);
7458
0
        window->DC.TreeDepth = 0;
7459
0
        window->DC.TreeJumpToParentOnPopMask = 0x00;
7460
0
        window->DC.ChildWindows.resize(0);
7461
0
        window->DC.StateStorage = &window->StateStorage;
7462
0
        window->DC.CurrentColumns = NULL;
7463
0
        window->DC.LayoutType = ImGuiLayoutType_Vertical;
7464
0
        window->DC.ParentLayoutType = parent_window ? parent_window->DC.LayoutType : ImGuiLayoutType_Vertical;
7465
7466
0
        window->DC.ItemWidth = window->ItemWidthDefault;
7467
0
        window->DC.TextWrapPos = -1.0f; // disabled
7468
0
        window->DC.ItemWidthStack.resize(0);
7469
0
        window->DC.TextWrapPosStack.resize(0);
7470
0
        if (flags & ImGuiWindowFlags_Modal)
7471
0
            window->DC.ModalDimBgColor = ColorConvertFloat4ToU32(GetStyleColorVec4(ImGuiCol_ModalWindowDimBg));
7472
7473
0
        if (window->AutoFitFramesX > 0)
7474
0
            window->AutoFitFramesX--;
7475
0
        if (window->AutoFitFramesY > 0)
7476
0
            window->AutoFitFramesY--;
7477
7478
        // Apply focus (we need to call FocusWindow() AFTER setting DC.CursorStartPos so our initial navigation reference rectangle can start around there)
7479
        // We ImGuiFocusRequestFlags_UnlessBelowModal to:
7480
        // - Avoid focusing a window that is created outside of a modal. This will prevent active modal from being closed.
7481
        // - Position window behind the modal that is not a begin-parent of this window.
7482
0
        if (want_focus)
7483
0
            FocusWindow(window, ImGuiFocusRequestFlags_UnlessBelowModal);
7484
0
        if (want_focus && window == g.NavWindow)
7485
0
            NavInitWindow(window, false); // <-- this is in the way for us to be able to defer and sort reappearing FocusWindow() calls
7486
7487
        // Close requested by platform window (apply to all windows in this viewport)
7488
0
        if (p_open != NULL && window->Viewport->PlatformRequestClose && window->Viewport != GetMainViewport())
7489
0
        {
7490
0
            IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Window '%s' closed by PlatformRequestClose\n", window->Name);
7491
0
            *p_open = false;
7492
0
            g.NavWindowingToggleLayer = false; // Assume user mapped PlatformRequestClose on ALT-F4 so we disable ALT for menu toggle. False positive not an issue. // FIXME-NAV: Try removing.
7493
0
        }
7494
7495
        // Title bar
7496
0
        if (!(flags & ImGuiWindowFlags_NoTitleBar) && !window->DockIsActive)
7497
0
            RenderWindowTitleBarContents(window, ImRect(title_bar_rect.Min.x + window->WindowBorderSize, title_bar_rect.Min.y, title_bar_rect.Max.x - window->WindowBorderSize, title_bar_rect.Max.y), name, p_open);
7498
7499
        // Clear hit test shape every frame
7500
0
        window->HitTestHoleSize.x = window->HitTestHoleSize.y = 0;
7501
7502
        // Pressing CTRL+C while holding on a window copy its content to the clipboard
7503
        // This works but 1. doesn't handle multiple Begin/End pairs, 2. recursing into another Begin/End pair - so we need to work that out and add better logging scope.
7504
        // Maybe we can support CTRL+C on every element?
7505
        /*
7506
        //if (g.NavWindow == window && g.ActiveId == 0)
7507
        if (g.ActiveId == window->MoveId)
7508
            if (g.IO.KeyCtrl && IsKeyPressed(ImGuiKey_C))
7509
                LogToClipboard();
7510
        */
7511
7512
0
        if (g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable)
7513
0
        {
7514
            // Docking: Dragging a dockable window (or any of its child) turns it into a drag and drop source.
7515
            // We need to do this _before_ we overwrite window->DC.LastItemId below because BeginDockableDragDropSource() also overwrites it.
7516
0
            if (g.MovingWindow == window && (window->RootWindowDockTree->Flags & ImGuiWindowFlags_NoDocking) == 0)
7517
0
                BeginDockableDragDropSource(window);
7518
7519
            // Docking: Any dockable window can act as a target. For dock node hosts we call BeginDockableDragDropTarget() in DockNodeUpdate() instead.
7520
0
            if (g.DragDropActive && !(flags & ImGuiWindowFlags_NoDocking))
7521
0
                if (g.MovingWindow == NULL || g.MovingWindow->RootWindowDockTree != window)
7522
0
                    if ((window == window->RootWindowDockTree) && !(window->Flags & ImGuiWindowFlags_DockNodeHost))
7523
0
                        BeginDockableDragDropTarget(window);
7524
0
        }
7525
7526
        // We fill last item data based on Title Bar/Tab, in order for IsItemHovered() and IsItemActive() to be usable after Begin().
7527
        // This is useful to allow creating context menus on title bar only, etc.
7528
0
        if (window->DockIsActive)
7529
0
            SetLastItemData(window->MoveId, g.CurrentItemFlags, window->DockTabItemStatusFlags, window->DockTabItemRect);
7530
0
        else
7531
0
            SetLastItemData(window->MoveId, g.CurrentItemFlags, IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max, false) ? ImGuiItemStatusFlags_HoveredRect : 0, title_bar_rect);
7532
7533
        // [DEBUG]
7534
0
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
7535
0
        if (g.DebugLocateId != 0 && (window->ID == g.DebugLocateId || window->MoveId == g.DebugLocateId))
7536
0
            DebugLocateItemResolveWithLastItem();
7537
0
#endif
7538
7539
        // [Test Engine] Register title bar / tab with MoveId.
7540
#ifdef IMGUI_ENABLE_TEST_ENGINE
7541
        if (!(window->Flags & ImGuiWindowFlags_NoTitleBar))
7542
            IMGUI_TEST_ENGINE_ITEM_ADD(g.LastItemData.ID, g.LastItemData.Rect, &g.LastItemData);
7543
#endif
7544
0
    }
7545
0
    else
7546
0
    {
7547
        // Append
7548
0
        SetCurrentViewport(window, window->Viewport);
7549
0
        SetCurrentWindow(window);
7550
0
    }
7551
7552
0
    if (!(flags & ImGuiWindowFlags_DockNodeHost))
7553
0
        PushClipRect(window->InnerClipRect.Min, window->InnerClipRect.Max, true);
7554
7555
    // Clear 'accessed' flag last thing (After PushClipRect which will set the flag. We want the flag to stay false when the default "Debug" window is unused)
7556
0
    window->WriteAccessed = false;
7557
0
    window->BeginCount++;
7558
0
    g.NextWindowData.ClearFlags();
7559
7560
    // Update visibility
7561
0
    if (first_begin_of_the_frame)
7562
0
    {
7563
        // When we are about to select this tab (which will only be visible on the _next frame_), flag it with a non-zero HiddenFramesCannotSkipItems.
7564
        // This will have the important effect of actually returning true in Begin() and not setting SkipItems, allowing an earlier submission of the window contents.
7565
        // This is analogous to regular windows being hidden from one frame.
7566
        // It is especially important as e.g. nested TabBars would otherwise generate flicker in the form of one empty frame, or focus requests won't be processed.
7567
0
        if (window->DockIsActive && !window->DockTabIsVisible)
7568
0
        {
7569
0
            if (window->LastFrameJustFocused == g.FrameCount)
7570
0
                window->HiddenFramesCannotSkipItems = 1;
7571
0
            else
7572
0
                window->HiddenFramesCanSkipItems = 1;
7573
0
        }
7574
7575
0
        if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_ChildMenu))
7576
0
        {
7577
            // Child window can be out of sight and have "negative" clip windows.
7578
            // Mark them as collapsed so commands are skipped earlier (we can't manually collapse them because they have no title bar).
7579
0
            IM_ASSERT((flags& ImGuiWindowFlags_NoTitleBar) != 0 || window->DockIsActive);
7580
0
            const bool nav_request = (flags & ImGuiWindowFlags_NavFlattened) && (g.NavAnyRequest && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav);
7581
0
            if (!g.LogEnabled && !nav_request)
7582
0
                if (window->OuterRectClipped.Min.x >= window->OuterRectClipped.Max.x || window->OuterRectClipped.Min.y >= window->OuterRectClipped.Max.y)
7583
0
                {
7584
0
                    if (window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0)
7585
0
                        window->HiddenFramesCannotSkipItems = 1;
7586
0
                    else
7587
0
                        window->HiddenFramesCanSkipItems = 1;
7588
0
                }
7589
7590
            // Hide along with parent or if parent is collapsed
7591
0
            if (parent_window && (parent_window->Collapsed || parent_window->HiddenFramesCanSkipItems > 0))
7592
0
                window->HiddenFramesCanSkipItems = 1;
7593
0
            if (parent_window && (parent_window->Collapsed || parent_window->HiddenFramesCannotSkipItems > 0))
7594
0
                window->HiddenFramesCannotSkipItems = 1;
7595
0
        }
7596
7597
        // Don't render if style alpha is 0.0 at the time of Begin(). This is arbitrary and inconsistent but has been there for a long while (may remove at some point)
7598
0
        if (style.Alpha <= 0.0f)
7599
0
            window->HiddenFramesCanSkipItems = 1;
7600
7601
        // Update the Hidden flag
7602
0
        bool hidden_regular = (window->HiddenFramesCanSkipItems > 0) || (window->HiddenFramesCannotSkipItems > 0);
7603
0
        window->Hidden = hidden_regular || (window->HiddenFramesForRenderOnly > 0);
7604
7605
        // Disable inputs for requested number of frames
7606
0
        if (window->DisableInputsFrames > 0)
7607
0
        {
7608
0
            window->DisableInputsFrames--;
7609
0
            window->Flags |= ImGuiWindowFlags_NoInputs;
7610
0
        }
7611
7612
        // Update the SkipItems flag, used to early out of all items functions (no layout required)
7613
0
        bool skip_items = false;
7614
0
        if (window->Collapsed || !window->Active || hidden_regular)
7615
0
            if (window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0 && window->HiddenFramesCannotSkipItems <= 0)
7616
0
                skip_items = true;
7617
0
        window->SkipItems = skip_items;
7618
7619
        // Restore NavLayersActiveMaskNext to previous value when not visible, so a CTRL+Tab back can use a safe value.
7620
0
        if (window->SkipItems)
7621
0
            window->DC.NavLayersActiveMaskNext = window->DC.NavLayersActiveMask;
7622
7623
        // Sanity check: there are two spots which can set Appearing = true
7624
        // - when 'window_just_activated_by_user' is set -> HiddenFramesCannotSkipItems is set -> SkipItems always false
7625
        // - in BeginDocked() path when DockNodeIsVisible == DockTabIsVisible == true -> hidden _should_ be all zero // FIXME: Not formally proven, hence the assert.
7626
0
        if (window->SkipItems && !window->Appearing)
7627
0
            IM_ASSERT(window->Appearing == false); // Please report on GitHub if this triggers: https://github.com/ocornut/imgui/issues/4177
7628
0
    }
7629
7630
    // [DEBUG] io.ConfigDebugBeginReturnValue override return value to test Begin/End and BeginChild/EndChild behaviors.
7631
    // (The implicit fallback window is NOT automatically ended allowing it to always be able to receive commands without crashing)
7632
0
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
7633
0
    if (!window->IsFallbackWindow)
7634
0
        if ((g.IO.ConfigDebugBeginReturnValueOnce && window_just_created) || (g.IO.ConfigDebugBeginReturnValueLoop && g.DebugBeginReturnValueCullDepth == g.CurrentWindowStack.Size))
7635
0
        {
7636
0
            if (window->AutoFitFramesX > 0) { window->AutoFitFramesX++; }
7637
0
            if (window->AutoFitFramesY > 0) { window->AutoFitFramesY++; }
7638
0
            return false;
7639
0
        }
7640
0
#endif
7641
7642
0
    return !window->SkipItems;
7643
0
}
7644
7645
void ImGui::End()
7646
0
{
7647
0
    ImGuiContext& g = *GImGui;
7648
0
    ImGuiWindow* window = g.CurrentWindow;
7649
7650
    // Error checking: verify that user hasn't called End() too many times!
7651
0
    if (g.CurrentWindowStack.Size <= 1 && g.WithinFrameScopeWithImplicitWindow)
7652
0
    {
7653
0
        IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size > 1, "Calling End() too many times!");
7654
0
        return;
7655
0
    }
7656
0
    IM_ASSERT(g.CurrentWindowStack.Size > 0);
7657
7658
    // Error checking: verify that user doesn't directly call End() on a child window.
7659
0
    if ((window->Flags & ImGuiWindowFlags_ChildWindow) && !(window->Flags & ImGuiWindowFlags_DockNodeHost) && !window->DockIsActive)
7660
0
        IM_ASSERT_USER_ERROR(g.WithinEndChild, "Must call EndChild() and not End()!");
7661
7662
    // Close anything that is open
7663
0
    if (window->DC.CurrentColumns)
7664
0
        EndColumns();
7665
0
    if (!(window->Flags & ImGuiWindowFlags_DockNodeHost))   // Pop inner window clip rectangle
7666
0
        PopClipRect();
7667
0
    PopFocusScope();
7668
7669
    // Stop logging
7670
0
    if (!(window->Flags & ImGuiWindowFlags_ChildWindow))    // FIXME: add more options for scope of logging
7671
0
        LogFinish();
7672
7673
0
    if (window->DC.IsSetPos)
7674
0
        ErrorCheckUsingSetCursorPosToExtendParentBoundaries();
7675
7676
    // Docking: report contents sizes to parent to allow for auto-resize
7677
0
    if (window->DockNode && window->DockTabIsVisible)
7678
0
        if (ImGuiWindow* host_window = window->DockNode->HostWindow)         // FIXME-DOCK
7679
0
            host_window->DC.CursorMaxPos = window->DC.CursorMaxPos + window->WindowPadding - host_window->WindowPadding;
7680
7681
    // Pop from window stack
7682
0
    g.LastItemData = g.CurrentWindowStack.back().ParentLastItemDataBackup;
7683
0
    if (window->Flags & ImGuiWindowFlags_ChildMenu)
7684
0
        g.BeginMenuDepth--;
7685
0
    if (window->Flags & ImGuiWindowFlags_Popup)
7686
0
        g.BeginPopupStack.pop_back();
7687
0
    g.CurrentWindowStack.back().StackSizesOnBegin.CompareWithContextState(&g);
7688
0
    g.CurrentWindowStack.pop_back();
7689
0
    SetCurrentWindow(g.CurrentWindowStack.Size == 0 ? NULL : g.CurrentWindowStack.back().Window);
7690
0
    if (g.CurrentWindow)
7691
0
        SetCurrentViewport(g.CurrentWindow, g.CurrentWindow->Viewport);
7692
0
}
7693
7694
void ImGui::BringWindowToFocusFront(ImGuiWindow* window)
7695
0
{
7696
0
    ImGuiContext& g = *GImGui;
7697
0
    IM_ASSERT(window == window->RootWindow);
7698
7699
0
    const int cur_order = window->FocusOrder;
7700
0
    IM_ASSERT(g.WindowsFocusOrder[cur_order] == window);
7701
0
    if (g.WindowsFocusOrder.back() == window)
7702
0
        return;
7703
7704
0
    const int new_order = g.WindowsFocusOrder.Size - 1;
7705
0
    for (int n = cur_order; n < new_order; n++)
7706
0
    {
7707
0
        g.WindowsFocusOrder[n] = g.WindowsFocusOrder[n + 1];
7708
0
        g.WindowsFocusOrder[n]->FocusOrder--;
7709
0
        IM_ASSERT(g.WindowsFocusOrder[n]->FocusOrder == n);
7710
0
    }
7711
0
    g.WindowsFocusOrder[new_order] = window;
7712
0
    window->FocusOrder = (short)new_order;
7713
0
}
7714
7715
void ImGui::BringWindowToDisplayFront(ImGuiWindow* window)
7716
0
{
7717
0
    ImGuiContext& g = *GImGui;
7718
0
    ImGuiWindow* current_front_window = g.Windows.back();
7719
0
    if (current_front_window == window || current_front_window->RootWindowDockTree == window) // Cheap early out (could be better)
7720
0
        return;
7721
0
    for (int i = g.Windows.Size - 2; i >= 0; i--) // We can ignore the top-most window
7722
0
        if (g.Windows[i] == window)
7723
0
        {
7724
0
            memmove(&g.Windows[i], &g.Windows[i + 1], (size_t)(g.Windows.Size - i - 1) * sizeof(ImGuiWindow*));
7725
0
            g.Windows[g.Windows.Size - 1] = window;
7726
0
            break;
7727
0
        }
7728
0
}
7729
7730
void ImGui::BringWindowToDisplayBack(ImGuiWindow* window)
7731
0
{
7732
0
    ImGuiContext& g = *GImGui;
7733
0
    if (g.Windows[0] == window)
7734
0
        return;
7735
0
    for (int i = 0; i < g.Windows.Size; i++)
7736
0
        if (g.Windows[i] == window)
7737
0
        {
7738
0
            memmove(&g.Windows[1], &g.Windows[0], (size_t)i * sizeof(ImGuiWindow*));
7739
0
            g.Windows[0] = window;
7740
0
            break;
7741
0
        }
7742
0
}
7743
7744
void ImGui::BringWindowToDisplayBehind(ImGuiWindow* window, ImGuiWindow* behind_window)
7745
0
{
7746
0
    IM_ASSERT(window != NULL && behind_window != NULL);
7747
0
    ImGuiContext& g = *GImGui;
7748
0
    window = window->RootWindow;
7749
0
    behind_window = behind_window->RootWindow;
7750
0
    int pos_wnd = FindWindowDisplayIndex(window);
7751
0
    int pos_beh = FindWindowDisplayIndex(behind_window);
7752
0
    if (pos_wnd < pos_beh)
7753
0
    {
7754
0
        size_t copy_bytes = (pos_beh - pos_wnd - 1) * sizeof(ImGuiWindow*);
7755
0
        memmove(&g.Windows.Data[pos_wnd], &g.Windows.Data[pos_wnd + 1], copy_bytes);
7756
0
        g.Windows[pos_beh - 1] = window;
7757
0
    }
7758
0
    else
7759
0
    {
7760
0
        size_t copy_bytes = (pos_wnd - pos_beh) * sizeof(ImGuiWindow*);
7761
0
        memmove(&g.Windows.Data[pos_beh + 1], &g.Windows.Data[pos_beh], copy_bytes);
7762
0
        g.Windows[pos_beh] = window;
7763
0
    }
7764
0
}
7765
7766
int ImGui::FindWindowDisplayIndex(ImGuiWindow* window)
7767
0
{
7768
0
    ImGuiContext& g = *GImGui;
7769
0
    return g.Windows.index_from_ptr(g.Windows.find(window));
7770
0
}
7771
7772
// Moving window to front of display and set focus (which happens to be back of our sorted list)
7773
void ImGui::FocusWindow(ImGuiWindow* window, ImGuiFocusRequestFlags flags)
7774
0
{
7775
0
    ImGuiContext& g = *GImGui;
7776
7777
    // Modal check?
7778
0
    if ((flags & ImGuiFocusRequestFlags_UnlessBelowModal) && (g.NavWindow != window)) // Early out in common case.
7779
0
        if (ImGuiWindow* blocking_modal = FindBlockingModal(window))
7780
0
        {
7781
0
            IMGUI_DEBUG_LOG_FOCUS("[focus] FocusWindow(\"%s\", UnlessBelowModal): prevented by \"%s\".\n", window ? window->Name : "<NULL>", blocking_modal->Name);
7782
0
            if (window && window == window->RootWindow && (window->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus) == 0)
7783
0
                BringWindowToDisplayBehind(window, blocking_modal); // Still bring to right below modal.
7784
0
            return;
7785
0
        }
7786
7787
    // Find last focused child (if any) and focus it instead.
7788
0
    if ((flags & ImGuiFocusRequestFlags_RestoreFocusedChild) && window != NULL)
7789
0
        window = NavRestoreLastChildNavWindow(window);
7790
7791
    // Apply focus
7792
0
    if (g.NavWindow != window)
7793
0
    {
7794
0
        SetNavWindow(window);
7795
0
        if (window && g.NavDisableMouseHover)
7796
0
            g.NavMousePosDirty = true;
7797
0
        g.NavId = window ? window->NavLastIds[0] : 0; // Restore NavId
7798
0
        g.NavLayer = ImGuiNavLayer_Main;
7799
0
        SetNavFocusScope(window ? window->NavRootFocusScopeId : 0);
7800
0
        g.NavIdIsAlive = false;
7801
0
        g.NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid;
7802
7803
        // Close popups if any
7804
0
        ClosePopupsOverWindow(window, false);
7805
0
    }
7806
7807
    // Move the root window to the top of the pile
7808
0
    IM_ASSERT(window == NULL || window->RootWindowDockTree != NULL);
7809
0
    ImGuiWindow* focus_front_window = window ? window->RootWindow : NULL;
7810
0
    ImGuiWindow* display_front_window = window ? window->RootWindowDockTree : NULL;
7811
0
    ImGuiDockNode* dock_node = window ? window->DockNode : NULL;
7812
0
    bool active_id_window_is_dock_node_host = (g.ActiveIdWindow && dock_node && dock_node->HostWindow == g.ActiveIdWindow);
7813
7814
    // Steal active widgets. Some of the cases it triggers includes:
7815
    // - Focus a window while an InputText in another window is active, if focus happens before the old InputText can run.
7816
    // - When using Nav to activate menu items (due to timing of activating on press->new window appears->losing ActiveId)
7817
    // - Using dock host items (tab, collapse button) can trigger this before we redirect the ActiveIdWindow toward the child window.
7818
0
    if (g.ActiveId != 0 && g.ActiveIdWindow && g.ActiveIdWindow->RootWindow != focus_front_window)
7819
0
        if (!g.ActiveIdNoClearOnFocusLoss && !active_id_window_is_dock_node_host)
7820
0
            ClearActiveID();
7821
7822
    // Passing NULL allow to disable keyboard focus
7823
0
    if (!window)
7824
0
        return;
7825
0
    window->LastFrameJustFocused = g.FrameCount;
7826
7827
    // Select in dock node
7828
    // For #2304 we avoid applying focus immediately before the tabbar is visible.
7829
    //if (dock_node && dock_node->TabBar)
7830
    //    dock_node->TabBar->SelectedTabId = dock_node->TabBar->NextSelectedTabId = window->TabId;
7831
7832
    // Bring to front
7833
0
    BringWindowToFocusFront(focus_front_window);
7834
0
    if (((window->Flags | focus_front_window->Flags | display_front_window->Flags) & ImGuiWindowFlags_NoBringToFrontOnFocus) == 0)
7835
0
        BringWindowToDisplayFront(display_front_window);
7836
0
}
7837
7838
void ImGui::FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window, ImGuiViewport* filter_viewport, ImGuiFocusRequestFlags flags)
7839
0
{
7840
0
    ImGuiContext& g = *GImGui;
7841
0
    int start_idx = g.WindowsFocusOrder.Size - 1;
7842
0
    if (under_this_window != NULL)
7843
0
    {
7844
        // Aim at root window behind us, if we are in a child window that's our own root (see #4640)
7845
0
        int offset = -1;
7846
0
        while (under_this_window->Flags & ImGuiWindowFlags_ChildWindow)
7847
0
        {
7848
0
            under_this_window = under_this_window->ParentWindow;
7849
0
            offset = 0;
7850
0
        }
7851
0
        start_idx = FindWindowFocusIndex(under_this_window) + offset;
7852
0
    }
7853
0
    for (int i = start_idx; i >= 0; i--)
7854
0
    {
7855
        // We may later decide to test for different NoXXXInputs based on the active navigation input (mouse vs nav) but that may feel more confusing to the user.
7856
0
        ImGuiWindow* window = g.WindowsFocusOrder[i];
7857
0
        if (window == ignore_window || !window->WasActive)
7858
0
            continue;
7859
0
        if (filter_viewport != NULL && window->Viewport != filter_viewport)
7860
0
            continue;
7861
0
        if ((window->Flags & (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) != (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs))
7862
0
        {
7863
            // FIXME-DOCK: When ImGuiFocusRequestFlags_RestoreFocusedChild is set...
7864
            // This is failing (lagging by one frame) for docked windows.
7865
            // If A and B are docked into window and B disappear, at the NewFrame() call site window->NavLastChildNavWindow will still point to B.
7866
            // We might leverage the tab order implicitly stored in window->DockNodeAsHost->TabBar (essentially the 'most_recently_selected_tab' code in tab bar will do that but on next update)
7867
            // to tell which is the "previous" window. Or we may leverage 'LastFrameFocused/LastFrameJustFocused' and have this function handle child window itself?
7868
0
            FocusWindow(window, flags);
7869
0
            return;
7870
0
        }
7871
0
    }
7872
0
    FocusWindow(NULL, flags);
7873
0
}
7874
7875
// Important: this alone doesn't alter current ImDrawList state. This is called by PushFont/PopFont only.
7876
void ImGui::SetCurrentFont(ImFont* font)
7877
0
{
7878
0
    ImGuiContext& g = *GImGui;
7879
0
    IM_ASSERT(font && font->IsLoaded());    // Font Atlas not created. Did you call io.Fonts->GetTexDataAsRGBA32 / GetTexDataAsAlpha8 ?
7880
0
    IM_ASSERT(font->Scale > 0.0f);
7881
0
    g.Font = font;
7882
0
    g.FontBaseSize = ImMax(1.0f, g.IO.FontGlobalScale * g.Font->FontSize * g.Font->Scale);
7883
0
    g.FontSize = g.CurrentWindow ? g.CurrentWindow->CalcFontSize() : 0.0f;
7884
7885
0
    ImFontAtlas* atlas = g.Font->ContainerAtlas;
7886
0
    g.DrawListSharedData.TexUvWhitePixel = atlas->TexUvWhitePixel;
7887
0
    g.DrawListSharedData.TexUvLines = atlas->TexUvLines;
7888
0
    g.DrawListSharedData.Font = g.Font;
7889
0
    g.DrawListSharedData.FontSize = g.FontSize;
7890
0
}
7891
7892
void ImGui::PushFont(ImFont* font)
7893
0
{
7894
0
    ImGuiContext& g = *GImGui;
7895
0
    if (!font)
7896
0
        font = GetDefaultFont();
7897
0
    SetCurrentFont(font);
7898
0
    g.FontStack.push_back(font);
7899
0
    g.CurrentWindow->DrawList->PushTextureID(font->ContainerAtlas->TexID);
7900
0
}
7901
7902
void  ImGui::PopFont()
7903
0
{
7904
0
    ImGuiContext& g = *GImGui;
7905
0
    g.CurrentWindow->DrawList->PopTextureID();
7906
0
    g.FontStack.pop_back();
7907
0
    SetCurrentFont(g.FontStack.empty() ? GetDefaultFont() : g.FontStack.back());
7908
0
}
7909
7910
void ImGui::PushItemFlag(ImGuiItemFlags option, bool enabled)
7911
0
{
7912
0
    ImGuiContext& g = *GImGui;
7913
0
    ImGuiItemFlags item_flags = g.CurrentItemFlags;
7914
0
    IM_ASSERT(item_flags == g.ItemFlagsStack.back());
7915
0
    if (enabled)
7916
0
        item_flags |= option;
7917
0
    else
7918
0
        item_flags &= ~option;
7919
0
    g.CurrentItemFlags = item_flags;
7920
0
    g.ItemFlagsStack.push_back(item_flags);
7921
0
}
7922
7923
void ImGui::PopItemFlag()
7924
0
{
7925
0
    ImGuiContext& g = *GImGui;
7926
0
    IM_ASSERT(g.ItemFlagsStack.Size > 1); // Too many calls to PopItemFlag() - we always leave a 0 at the bottom of the stack.
7927
0
    g.ItemFlagsStack.pop_back();
7928
0
    g.CurrentItemFlags = g.ItemFlagsStack.back();
7929
0
}
7930
7931
// BeginDisabled()/EndDisabled()
7932
// - Those can be nested but it cannot be used to enable an already disabled section (a single BeginDisabled(true) in the stack is enough to keep everything disabled)
7933
// - Visually this is currently altering alpha, but it is expected that in a future styling system this would work differently.
7934
// - Feedback welcome at https://github.com/ocornut/imgui/issues/211
7935
// - BeginDisabled(false) essentially does nothing useful but is provided to facilitate use of boolean expressions. If you can avoid calling BeginDisabled(False)/EndDisabled() best to avoid it.
7936
// - Optimized shortcuts instead of PushStyleVar() + PushItemFlag()
7937
void ImGui::BeginDisabled(bool disabled)
7938
0
{
7939
0
    ImGuiContext& g = *GImGui;
7940
0
    bool was_disabled = (g.CurrentItemFlags & ImGuiItemFlags_Disabled) != 0;
7941
0
    if (!was_disabled && disabled)
7942
0
    {
7943
0
        g.DisabledAlphaBackup = g.Style.Alpha;
7944
0
        g.Style.Alpha *= g.Style.DisabledAlpha; // PushStyleVar(ImGuiStyleVar_Alpha, g.Style.Alpha * g.Style.DisabledAlpha);
7945
0
    }
7946
0
    if (was_disabled || disabled)
7947
0
        g.CurrentItemFlags |= ImGuiItemFlags_Disabled;
7948
0
    g.ItemFlagsStack.push_back(g.CurrentItemFlags);
7949
0
    g.DisabledStackSize++;
7950
0
}
7951
7952
void ImGui::EndDisabled()
7953
0
{
7954
0
    ImGuiContext& g = *GImGui;
7955
0
    IM_ASSERT(g.DisabledStackSize > 0);
7956
0
    g.DisabledStackSize--;
7957
0
    bool was_disabled = (g.CurrentItemFlags & ImGuiItemFlags_Disabled) != 0;
7958
    //PopItemFlag();
7959
0
    g.ItemFlagsStack.pop_back();
7960
0
    g.CurrentItemFlags = g.ItemFlagsStack.back();
7961
0
    if (was_disabled && (g.CurrentItemFlags & ImGuiItemFlags_Disabled) == 0)
7962
0
        g.Style.Alpha = g.DisabledAlphaBackup; //PopStyleVar();
7963
0
}
7964
7965
void ImGui::PushTabStop(bool tab_stop)
7966
0
{
7967
0
    PushItemFlag(ImGuiItemFlags_NoTabStop, !tab_stop);
7968
0
}
7969
7970
void ImGui::PopTabStop()
7971
0
{
7972
0
    PopItemFlag();
7973
0
}
7974
7975
void ImGui::PushButtonRepeat(bool repeat)
7976
0
{
7977
0
    PushItemFlag(ImGuiItemFlags_ButtonRepeat, repeat);
7978
0
}
7979
7980
void ImGui::PopButtonRepeat()
7981
0
{
7982
0
    PopItemFlag();
7983
0
}
7984
7985
void ImGui::PushTextWrapPos(float wrap_pos_x)
7986
0
{
7987
0
    ImGuiWindow* window = GetCurrentWindow();
7988
0
    window->DC.TextWrapPosStack.push_back(window->DC.TextWrapPos);
7989
0
    window->DC.TextWrapPos = wrap_pos_x;
7990
0
}
7991
7992
void ImGui::PopTextWrapPos()
7993
0
{
7994
0
    ImGuiWindow* window = GetCurrentWindow();
7995
0
    window->DC.TextWrapPos = window->DC.TextWrapPosStack.back();
7996
0
    window->DC.TextWrapPosStack.pop_back();
7997
0
}
7998
7999
static ImGuiWindow* GetCombinedRootWindow(ImGuiWindow* window, bool popup_hierarchy, bool dock_hierarchy)
8000
0
{
8001
0
    ImGuiWindow* last_window = NULL;
8002
0
    while (last_window != window)
8003
0
    {
8004
0
        last_window = window;
8005
0
        window = window->RootWindow;
8006
0
        if (popup_hierarchy)
8007
0
            window = window->RootWindowPopupTree;
8008
0
    if (dock_hierarchy)
8009
0
      window = window->RootWindowDockTree;
8010
0
  }
8011
0
    return window;
8012
0
}
8013
8014
bool ImGui::IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent, bool popup_hierarchy, bool dock_hierarchy)
8015
0
{
8016
0
    ImGuiWindow* window_root = GetCombinedRootWindow(window, popup_hierarchy, dock_hierarchy);
8017
0
    if (window_root == potential_parent)
8018
0
        return true;
8019
0
    while (window != NULL)
8020
0
    {
8021
0
        if (window == potential_parent)
8022
0
            return true;
8023
0
        if (window == window_root) // end of chain
8024
0
            return false;
8025
0
        window = window->ParentWindow;
8026
0
    }
8027
0
    return false;
8028
0
}
8029
8030
bool ImGui::IsWindowWithinBeginStackOf(ImGuiWindow* window, ImGuiWindow* potential_parent)
8031
0
{
8032
0
    if (window->RootWindow == potential_parent)
8033
0
        return true;
8034
0
    while (window != NULL)
8035
0
    {
8036
0
        if (window == potential_parent)
8037
0
            return true;
8038
0
        window = window->ParentWindowInBeginStack;
8039
0
    }
8040
0
    return false;
8041
0
}
8042
8043
bool ImGui::IsWindowAbove(ImGuiWindow* potential_above, ImGuiWindow* potential_below)
8044
0
{
8045
0
    ImGuiContext& g = *GImGui;
8046
8047
    // It would be saner to ensure that display layer is always reflected in the g.Windows[] order, which would likely requires altering all manipulations of that array
8048
0
    const int display_layer_delta = GetWindowDisplayLayer(potential_above) - GetWindowDisplayLayer(potential_below);
8049
0
    if (display_layer_delta != 0)
8050
0
        return display_layer_delta > 0;
8051
8052
0
    for (int i = g.Windows.Size - 1; i >= 0; i--)
8053
0
    {
8054
0
        ImGuiWindow* candidate_window = g.Windows[i];
8055
0
        if (candidate_window == potential_above)
8056
0
            return true;
8057
0
        if (candidate_window == potential_below)
8058
0
            return false;
8059
0
    }
8060
0
    return false;
8061
0
}
8062
8063
// Is current window hovered and hoverable (e.g. not blocked by a popup/modal)? See ImGuiHoveredFlags_ for options.
8064
// IMPORTANT: If you are trying to check whether your mouse should be dispatched to Dear ImGui or to your underlying app,
8065
// you should not use this function! Use the 'io.WantCaptureMouse' boolean for that!
8066
// Refer to FAQ entry "How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?" for details.
8067
bool ImGui::IsWindowHovered(ImGuiHoveredFlags flags)
8068
0
{
8069
0
    IM_ASSERT((flags & ~ImGuiHoveredFlags_AllowedMaskForIsWindowHovered) == 0 && "Invalid flags for IsWindowHovered()!");
8070
8071
0
    ImGuiContext& g = *GImGui;
8072
0
    ImGuiWindow* ref_window = g.HoveredWindow;
8073
0
    ImGuiWindow* cur_window = g.CurrentWindow;
8074
0
    if (ref_window == NULL)
8075
0
        return false;
8076
8077
0
    if ((flags & ImGuiHoveredFlags_AnyWindow) == 0)
8078
0
    {
8079
0
        IM_ASSERT(cur_window); // Not inside a Begin()/End()
8080
0
        const bool popup_hierarchy = (flags & ImGuiHoveredFlags_NoPopupHierarchy) == 0;
8081
0
        const bool dock_hierarchy = (flags & ImGuiHoveredFlags_DockHierarchy) != 0;
8082
0
        if (flags & ImGuiHoveredFlags_RootWindow)
8083
0
            cur_window = GetCombinedRootWindow(cur_window, popup_hierarchy, dock_hierarchy);
8084
8085
0
        bool result;
8086
0
        if (flags & ImGuiHoveredFlags_ChildWindows)
8087
0
            result = IsWindowChildOf(ref_window, cur_window, popup_hierarchy, dock_hierarchy);
8088
0
        else
8089
0
            result = (ref_window == cur_window);
8090
0
        if (!result)
8091
0
            return false;
8092
0
    }
8093
8094
0
    if (!IsWindowContentHoverable(ref_window, flags))
8095
0
        return false;
8096
0
    if (!(flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem))
8097
0
        if (g.ActiveId != 0 && !g.ActiveIdAllowOverlap && g.ActiveId != ref_window->MoveId)
8098
0
            return false;
8099
8100
    // When changing hovered window we requires a bit of stationary delay before activating hover timer.
8101
    // FIXME: We don't support delay other than stationary one for now, other delay would need a way
8102
    // to fullfill the possibility that multiple IsWindowHovered() with varying flag could return true
8103
    // for different windows of the hierarchy. Possibly need a Hash(Current+Flags) ==> (Timer) cache.
8104
    // We can implement this for _Stationary because the data is linked to HoveredWindow rather than CurrentWindow.
8105
0
    if (flags & ImGuiHoveredFlags_ForTooltip)
8106
0
        flags = ApplyHoverFlagsForTooltip(flags, g.Style.HoverFlagsForTooltipMouse);
8107
0
    if ((flags & ImGuiHoveredFlags_Stationary) != 0 && g.HoverWindowUnlockedStationaryId != ref_window->ID)
8108
0
        return false;
8109
8110
0
    return true;
8111
0
}
8112
8113
bool ImGui::IsWindowFocused(ImGuiFocusedFlags flags)
8114
0
{
8115
0
    ImGuiContext& g = *GImGui;
8116
0
    ImGuiWindow* ref_window = g.NavWindow;
8117
0
    ImGuiWindow* cur_window = g.CurrentWindow;
8118
8119
0
    if (ref_window == NULL)
8120
0
        return false;
8121
0
    if (flags & ImGuiFocusedFlags_AnyWindow)
8122
0
        return true;
8123
8124
0
    IM_ASSERT(cur_window); // Not inside a Begin()/End()
8125
0
    const bool popup_hierarchy = (flags & ImGuiFocusedFlags_NoPopupHierarchy) == 0;
8126
0
    const bool dock_hierarchy = (flags & ImGuiFocusedFlags_DockHierarchy) != 0;
8127
0
    if (flags & ImGuiHoveredFlags_RootWindow)
8128
0
        cur_window = GetCombinedRootWindow(cur_window, popup_hierarchy, dock_hierarchy);
8129
8130
0
    if (flags & ImGuiHoveredFlags_ChildWindows)
8131
0
        return IsWindowChildOf(ref_window, cur_window, popup_hierarchy, dock_hierarchy);
8132
0
    else
8133
0
        return (ref_window == cur_window);
8134
0
}
8135
8136
ImGuiID ImGui::GetWindowDockID()
8137
0
{
8138
0
    ImGuiContext& g = *GImGui;
8139
0
    return g.CurrentWindow->DockId;
8140
0
}
8141
8142
bool ImGui::IsWindowDocked()
8143
0
{
8144
0
    ImGuiContext& g = *GImGui;
8145
0
    return g.CurrentWindow->DockIsActive;
8146
0
}
8147
8148
// Can we focus this window with CTRL+TAB (or PadMenu + PadFocusPrev/PadFocusNext)
8149
// Note that NoNavFocus makes the window not reachable with CTRL+TAB but it can still be focused with mouse or programmatically.
8150
// If you want a window to never be focused, you may use the e.g. NoInputs flag.
8151
bool ImGui::IsWindowNavFocusable(ImGuiWindow* window)
8152
0
{
8153
0
    return window->WasActive && window == window->RootWindow && !(window->Flags & ImGuiWindowFlags_NoNavFocus);
8154
0
}
8155
8156
float ImGui::GetWindowWidth()
8157
0
{
8158
0
    ImGuiWindow* window = GImGui->CurrentWindow;
8159
0
    return window->Size.x;
8160
0
}
8161
8162
float ImGui::GetWindowHeight()
8163
0
{
8164
0
    ImGuiWindow* window = GImGui->CurrentWindow;
8165
0
    return window->Size.y;
8166
0
}
8167
8168
ImVec2 ImGui::GetWindowPos()
8169
0
{
8170
0
    ImGuiContext& g = *GImGui;
8171
0
    ImGuiWindow* window = g.CurrentWindow;
8172
0
    return window->Pos;
8173
0
}
8174
8175
void ImGui::SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond)
8176
0
{
8177
    // Test condition (NB: bit 0 is always true) and clear flags for next time
8178
0
    if (cond && (window->SetWindowPosAllowFlags & cond) == 0)
8179
0
        return;
8180
8181
0
    IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
8182
0
    window->SetWindowPosAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);
8183
0
    window->SetWindowPosVal = ImVec2(FLT_MAX, FLT_MAX);
8184
8185
    // Set
8186
0
    const ImVec2 old_pos = window->Pos;
8187
0
    window->Pos = ImTrunc(pos);
8188
0
    ImVec2 offset = window->Pos - old_pos;
8189
0
    if (offset.x == 0.0f && offset.y == 0.0f)
8190
0
        return;
8191
0
    MarkIniSettingsDirty(window);
8192
    // FIXME: share code with TranslateWindow(), need to confirm whether the 3 rect modified by TranslateWindow() are desirable here.
8193
0
    window->DC.CursorPos += offset;         // As we happen to move the window while it is being appended to (which is a bad idea - will smear) let's at least offset the cursor
8194
0
    window->DC.CursorMaxPos += offset;      // And more importantly we need to offset CursorMaxPos/CursorStartPos this so ContentSize calculation doesn't get affected.
8195
0
    window->DC.IdealMaxPos += offset;
8196
0
    window->DC.CursorStartPos += offset;
8197
0
}
8198
8199
void ImGui::SetWindowPos(const ImVec2& pos, ImGuiCond cond)
8200
0
{
8201
0
    ImGuiWindow* window = GetCurrentWindowRead();
8202
0
    SetWindowPos(window, pos, cond);
8203
0
}
8204
8205
void ImGui::SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond)
8206
0
{
8207
0
    if (ImGuiWindow* window = FindWindowByName(name))
8208
0
        SetWindowPos(window, pos, cond);
8209
0
}
8210
8211
ImVec2 ImGui::GetWindowSize()
8212
0
{
8213
0
    ImGuiWindow* window = GetCurrentWindowRead();
8214
0
    return window->Size;
8215
0
}
8216
8217
void ImGui::SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond)
8218
0
{
8219
    // Test condition (NB: bit 0 is always true) and clear flags for next time
8220
0
    if (cond && (window->SetWindowSizeAllowFlags & cond) == 0)
8221
0
        return;
8222
8223
0
    IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
8224
0
    window->SetWindowSizeAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);
8225
8226
    // Enable auto-fit (not done in BeginChild() path unless appearing or combined with ImGuiChildFlags_AlwaysAutoResize)
8227
0
    if ((window->Flags & ImGuiWindowFlags_ChildWindow) == 0 || window->Appearing || (window->ChildFlags & ImGuiChildFlags_AlwaysAutoResize) != 0)
8228
0
        window->AutoFitFramesX = (size.x <= 0.0f) ? 2 : 0;
8229
0
    if ((window->Flags & ImGuiWindowFlags_ChildWindow) == 0 || window->Appearing || (window->ChildFlags & ImGuiChildFlags_AlwaysAutoResize) != 0)
8230
0
        window->AutoFitFramesY = (size.y <= 0.0f) ? 2 : 0;
8231
8232
    // Set
8233
0
    ImVec2 old_size = window->SizeFull;
8234
0
    if (size.x <= 0.0f)
8235
0
        window->AutoFitOnlyGrows = false;
8236
0
    else
8237
0
        window->SizeFull.x = IM_TRUNC(size.x);
8238
0
    if (size.y <= 0.0f)
8239
0
        window->AutoFitOnlyGrows = false;
8240
0
    else
8241
0
        window->SizeFull.y = IM_TRUNC(size.y);
8242
0
    if (old_size.x != window->SizeFull.x || old_size.y != window->SizeFull.y)
8243
0
        MarkIniSettingsDirty(window);
8244
0
}
8245
8246
void ImGui::SetWindowSize(const ImVec2& size, ImGuiCond cond)
8247
0
{
8248
0
    SetWindowSize(GImGui->CurrentWindow, size, cond);
8249
0
}
8250
8251
void ImGui::SetWindowSize(const char* name, const ImVec2& size, ImGuiCond cond)
8252
0
{
8253
0
    if (ImGuiWindow* window = FindWindowByName(name))
8254
0
        SetWindowSize(window, size, cond);
8255
0
}
8256
8257
void ImGui::SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond)
8258
0
{
8259
    // Test condition (NB: bit 0 is always true) and clear flags for next time
8260
0
    if (cond && (window->SetWindowCollapsedAllowFlags & cond) == 0)
8261
0
        return;
8262
0
    window->SetWindowCollapsedAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);
8263
8264
    // Set
8265
0
    window->Collapsed = collapsed;
8266
0
}
8267
8268
void ImGui::SetWindowHitTestHole(ImGuiWindow* window, const ImVec2& pos, const ImVec2& size)
8269
0
{
8270
0
    IM_ASSERT(window->HitTestHoleSize.x == 0);     // We don't support multiple holes/hit test filters
8271
0
    window->HitTestHoleSize = ImVec2ih(size);
8272
0
    window->HitTestHoleOffset = ImVec2ih(pos - window->Pos);
8273
0
}
8274
8275
void ImGui::SetWindowHiddenAndSkipItemsForCurrentFrame(ImGuiWindow* window)
8276
0
{
8277
0
    window->Hidden = window->SkipItems = true;
8278
0
    window->HiddenFramesCanSkipItems = 1;
8279
0
}
8280
8281
void ImGui::SetWindowCollapsed(bool collapsed, ImGuiCond cond)
8282
0
{
8283
0
    SetWindowCollapsed(GImGui->CurrentWindow, collapsed, cond);
8284
0
}
8285
8286
bool ImGui::IsWindowCollapsed()
8287
0
{
8288
0
    ImGuiWindow* window = GetCurrentWindowRead();
8289
0
    return window->Collapsed;
8290
0
}
8291
8292
bool ImGui::IsWindowAppearing()
8293
0
{
8294
0
    ImGuiWindow* window = GetCurrentWindowRead();
8295
0
    return window->Appearing;
8296
0
}
8297
8298
void ImGui::SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond)
8299
0
{
8300
0
    if (ImGuiWindow* window = FindWindowByName(name))
8301
0
        SetWindowCollapsed(window, collapsed, cond);
8302
0
}
8303
8304
void ImGui::SetWindowFocus()
8305
0
{
8306
0
    FocusWindow(GImGui->CurrentWindow);
8307
0
}
8308
8309
void ImGui::SetWindowFocus(const char* name)
8310
0
{
8311
0
    if (name)
8312
0
    {
8313
0
        if (ImGuiWindow* window = FindWindowByName(name))
8314
0
            FocusWindow(window);
8315
0
    }
8316
0
    else
8317
0
    {
8318
0
        FocusWindow(NULL);
8319
0
    }
8320
0
}
8321
8322
void ImGui::SetNextWindowPos(const ImVec2& pos, ImGuiCond cond, const ImVec2& pivot)
8323
0
{
8324
0
    ImGuiContext& g = *GImGui;
8325
0
    IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
8326
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasPos;
8327
0
    g.NextWindowData.PosVal = pos;
8328
0
    g.NextWindowData.PosPivotVal = pivot;
8329
0
    g.NextWindowData.PosCond = cond ? cond : ImGuiCond_Always;
8330
0
    g.NextWindowData.PosUndock = true;
8331
0
}
8332
8333
void ImGui::SetNextWindowSize(const ImVec2& size, ImGuiCond cond)
8334
0
{
8335
0
    ImGuiContext& g = *GImGui;
8336
0
    IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
8337
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasSize;
8338
0
    g.NextWindowData.SizeVal = size;
8339
0
    g.NextWindowData.SizeCond = cond ? cond : ImGuiCond_Always;
8340
0
}
8341
8342
// For each axis:
8343
// - Use 0.0f as min or FLT_MAX as max if you don't want limits, e.g. size_min = (500.0f, 0.0f), size_max = (FLT_MAX, FLT_MAX) sets a minimum width.
8344
// - Use -1 for both min and max of same axis to preserve current size which itself is a constraint.
8345
// - See "Demo->Examples->Constrained-resizing window" for examples.
8346
void ImGui::SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback, void* custom_callback_user_data)
8347
0
{
8348
0
    ImGuiContext& g = *GImGui;
8349
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasSizeConstraint;
8350
0
    g.NextWindowData.SizeConstraintRect = ImRect(size_min, size_max);
8351
0
    g.NextWindowData.SizeCallback = custom_callback;
8352
0
    g.NextWindowData.SizeCallbackUserData = custom_callback_user_data;
8353
0
}
8354
8355
// Content size = inner scrollable rectangle, padded with WindowPadding.
8356
// SetNextWindowContentSize(ImVec2(100,100) + ImGuiWindowFlags_AlwaysAutoResize will always allow submitting a 100x100 item.
8357
void ImGui::SetNextWindowContentSize(const ImVec2& size)
8358
0
{
8359
0
    ImGuiContext& g = *GImGui;
8360
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasContentSize;
8361
0
    g.NextWindowData.ContentSizeVal = ImTrunc(size);
8362
0
}
8363
8364
void ImGui::SetNextWindowScroll(const ImVec2& scroll)
8365
0
{
8366
0
    ImGuiContext& g = *GImGui;
8367
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasScroll;
8368
0
    g.NextWindowData.ScrollVal = scroll;
8369
0
}
8370
8371
void ImGui::SetNextWindowCollapsed(bool collapsed, ImGuiCond cond)
8372
0
{
8373
0
    ImGuiContext& g = *GImGui;
8374
0
    IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
8375
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasCollapsed;
8376
0
    g.NextWindowData.CollapsedVal = collapsed;
8377
0
    g.NextWindowData.CollapsedCond = cond ? cond : ImGuiCond_Always;
8378
0
}
8379
8380
void ImGui::SetNextWindowFocus()
8381
0
{
8382
0
    ImGuiContext& g = *GImGui;
8383
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasFocus;
8384
0
}
8385
8386
void ImGui::SetNextWindowBgAlpha(float alpha)
8387
0
{
8388
0
    ImGuiContext& g = *GImGui;
8389
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasBgAlpha;
8390
0
    g.NextWindowData.BgAlphaVal = alpha;
8391
0
}
8392
8393
void ImGui::SetNextWindowViewport(ImGuiID id)
8394
0
{
8395
0
    ImGuiContext& g = *GImGui;
8396
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasViewport;
8397
0
    g.NextWindowData.ViewportId = id;
8398
0
}
8399
8400
void ImGui::SetNextWindowDockID(ImGuiID id, ImGuiCond cond)
8401
0
{
8402
0
    ImGuiContext& g = *GImGui;
8403
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasDock;
8404
0
    g.NextWindowData.DockCond = cond ? cond : ImGuiCond_Always;
8405
0
    g.NextWindowData.DockId = id;
8406
0
}
8407
8408
void ImGui::SetNextWindowClass(const ImGuiWindowClass* window_class)
8409
0
{
8410
0
    ImGuiContext& g = *GImGui;
8411
0
    IM_ASSERT((window_class->ViewportFlagsOverrideSet & window_class->ViewportFlagsOverrideClear) == 0); // Cannot set both set and clear for the same bit
8412
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasWindowClass;
8413
0
    g.NextWindowData.WindowClass = *window_class;
8414
0
}
8415
8416
ImDrawList* ImGui::GetWindowDrawList()
8417
0
{
8418
0
    ImGuiWindow* window = GetCurrentWindow();
8419
0
    return window->DrawList;
8420
0
}
8421
8422
float ImGui::GetWindowDpiScale()
8423
0
{
8424
0
    ImGuiContext& g = *GImGui;
8425
0
    return g.CurrentDpiScale;
8426
0
}
8427
8428
ImGuiViewport* ImGui::GetWindowViewport()
8429
0
{
8430
0
    ImGuiContext& g = *GImGui;
8431
0
    IM_ASSERT(g.CurrentViewport != NULL && g.CurrentViewport == g.CurrentWindow->Viewport);
8432
0
    return g.CurrentViewport;
8433
0
}
8434
8435
ImFont* ImGui::GetFont()
8436
0
{
8437
0
    return GImGui->Font;
8438
0
}
8439
8440
float ImGui::GetFontSize()
8441
0
{
8442
0
    return GImGui->FontSize;
8443
0
}
8444
8445
ImVec2 ImGui::GetFontTexUvWhitePixel()
8446
0
{
8447
0
    return GImGui->DrawListSharedData.TexUvWhitePixel;
8448
0
}
8449
8450
void ImGui::SetWindowFontScale(float scale)
8451
0
{
8452
0
    IM_ASSERT(scale > 0.0f);
8453
0
    ImGuiContext& g = *GImGui;
8454
0
    ImGuiWindow* window = GetCurrentWindow();
8455
0
    window->FontWindowScale = scale;
8456
0
    g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize();
8457
0
}
8458
8459
void ImGui::PushFocusScope(ImGuiID id)
8460
0
{
8461
0
    ImGuiContext& g = *GImGui;
8462
0
    ImGuiFocusScopeData data;
8463
0
    data.ID = id;
8464
0
    data.WindowID = g.CurrentWindow->ID;
8465
0
    g.FocusScopeStack.push_back(data);
8466
0
    g.CurrentFocusScopeId = id;
8467
0
}
8468
8469
void ImGui::PopFocusScope()
8470
0
{
8471
0
    ImGuiContext& g = *GImGui;
8472
0
    if (g.FocusScopeStack.Size == 0)
8473
0
    {
8474
0
        IM_ASSERT_USER_ERROR(g.FocusScopeStack.Size > 0, "Calling PopFocusScope() too many times!");
8475
0
        return;
8476
0
    }
8477
0
    g.FocusScopeStack.pop_back();
8478
0
    g.CurrentFocusScopeId = g.FocusScopeStack.Size ? g.FocusScopeStack.back().ID : 0;
8479
0
}
8480
8481
void ImGui::SetNavFocusScope(ImGuiID focus_scope_id)
8482
0
{
8483
0
    ImGuiContext& g = *GImGui;
8484
0
    g.NavFocusScopeId = focus_scope_id;
8485
0
    g.NavFocusRoute.resize(0); // Invalidate
8486
0
    if (focus_scope_id == 0)
8487
0
        return;
8488
0
    IM_ASSERT(g.NavWindow != NULL);
8489
8490
    // Store current path (in reverse order)
8491
0
    if (focus_scope_id == g.CurrentFocusScopeId)
8492
0
    {
8493
        // Top of focus stack contains local focus scopes inside current window
8494
0
        for (int n = g.FocusScopeStack.Size - 1; n >= 0 && g.FocusScopeStack.Data[n].WindowID == g.CurrentWindow->ID; n--)
8495
0
            g.NavFocusRoute.push_back(g.FocusScopeStack.Data[n]);
8496
0
    }
8497
0
    else if (focus_scope_id == g.NavWindow->NavRootFocusScopeId)
8498
0
        g.NavFocusRoute.push_back({ focus_scope_id, g.NavWindow->ID });
8499
0
    else
8500
0
        return;
8501
8502
    // Then follow on manually set ParentWindowForFocusRoute field (#6798)
8503
0
    for (ImGuiWindow* window = g.NavWindow->ParentWindowForFocusRoute; window != NULL; window = window->ParentWindowForFocusRoute)
8504
0
        g.NavFocusRoute.push_back({ window->NavRootFocusScopeId, window->ID });
8505
0
    IM_ASSERT(g.NavFocusRoute.Size < 100); // Maximum depth is technically 251 as per CalcRoutingScore(): 254 - 3
8506
0
}
8507
8508
// Focus = move navigation cursor, set scrolling, set focus window.
8509
void ImGui::FocusItem()
8510
0
{
8511
0
    ImGuiContext& g = *GImGui;
8512
0
    ImGuiWindow* window = g.CurrentWindow;
8513
0
    IMGUI_DEBUG_LOG_FOCUS("FocusItem(0x%08x) in window \"%s\"\n", g.LastItemData.ID, window->Name);
8514
0
    if (g.DragDropActive || g.MovingWindow != NULL) // FIXME: Opt-in flags for this?
8515
0
    {
8516
0
        IMGUI_DEBUG_LOG_FOCUS("FocusItem() ignored while DragDropActive!\n");
8517
0
        return;
8518
0
    }
8519
8520
0
    ImGuiNavMoveFlags move_flags = ImGuiNavMoveFlags_IsTabbing | ImGuiNavMoveFlags_FocusApi | ImGuiNavMoveFlags_NoSetNavHighlight | ImGuiNavMoveFlags_NoSelect;
8521
0
    ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY;
8522
0
    SetNavWindow(window);
8523
0
    NavMoveRequestSubmit(ImGuiDir_None, ImGuiDir_Up, move_flags, scroll_flags);
8524
0
    NavMoveRequestResolveWithLastItem(&g.NavMoveResultLocal);
8525
0
}
8526
8527
void ImGui::ActivateItemByID(ImGuiID id)
8528
0
{
8529
0
    ImGuiContext& g = *GImGui;
8530
0
    g.NavNextActivateId = id;
8531
0
    g.NavNextActivateFlags = ImGuiActivateFlags_None;
8532
0
}
8533
8534
// Note: this will likely be called ActivateItem() once we rework our Focus/Activation system!
8535
// But ActivateItem() should function without altering scroll/focus?
8536
void ImGui::SetKeyboardFocusHere(int offset)
8537
0
{
8538
0
    ImGuiContext& g = *GImGui;
8539
0
    ImGuiWindow* window = g.CurrentWindow;
8540
0
    IM_ASSERT(offset >= -1);    // -1 is allowed but not below
8541
0
    IMGUI_DEBUG_LOG_FOCUS("SetKeyboardFocusHere(%d) in window \"%s\"\n", offset, window->Name);
8542
8543
    // It makes sense in the vast majority of cases to never interrupt a drag and drop.
8544
    // When we refactor this function into ActivateItem() we may want to make this an option.
8545
    // MovingWindow is protected from most user inputs using SetActiveIdUsingNavAndKeys(), but
8546
    // is also automatically dropped in the event g.ActiveId is stolen.
8547
0
    if (g.DragDropActive || g.MovingWindow != NULL)
8548
0
    {
8549
0
        IMGUI_DEBUG_LOG_FOCUS("SetKeyboardFocusHere() ignored while DragDropActive!\n");
8550
0
        return;
8551
0
    }
8552
8553
0
    SetNavWindow(window);
8554
8555
0
    ImGuiNavMoveFlags move_flags = ImGuiNavMoveFlags_IsTabbing | ImGuiNavMoveFlags_Activate | ImGuiNavMoveFlags_FocusApi | ImGuiNavMoveFlags_NoSetNavHighlight;
8556
0
    ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY;
8557
0
    NavMoveRequestSubmit(ImGuiDir_None, offset < 0 ? ImGuiDir_Up : ImGuiDir_Down, move_flags, scroll_flags); // FIXME-NAV: Once we refactor tabbing, add LegacyApi flag to not activate non-inputable.
8558
0
    if (offset == -1)
8559
0
    {
8560
0
        NavMoveRequestResolveWithLastItem(&g.NavMoveResultLocal);
8561
0
    }
8562
0
    else
8563
0
    {
8564
0
        g.NavTabbingDir = 1;
8565
0
        g.NavTabbingCounter = offset + 1;
8566
0
    }
8567
0
}
8568
8569
void ImGui::SetItemDefaultFocus()
8570
0
{
8571
0
    ImGuiContext& g = *GImGui;
8572
0
    ImGuiWindow* window = g.CurrentWindow;
8573
0
    if (!window->Appearing)
8574
0
        return;
8575
0
    if (g.NavWindow != window->RootWindowForNav || (!g.NavInitRequest && g.NavInitResult.ID == 0) || g.NavLayer != window->DC.NavLayerCurrent)
8576
0
        return;
8577
8578
0
    g.NavInitRequest = false;
8579
0
    NavApplyItemToResult(&g.NavInitResult);
8580
0
    NavUpdateAnyRequestFlag();
8581
8582
    // Scroll could be done in NavInitRequestApplyResult() via an opt-in flag (we however don't want regular init requests to scroll)
8583
0
    if (!window->ClipRect.Contains(g.LastItemData.Rect))
8584
0
        ScrollToRectEx(window, g.LastItemData.Rect, ImGuiScrollFlags_None);
8585
0
}
8586
8587
void ImGui::SetStateStorage(ImGuiStorage* tree)
8588
0
{
8589
0
    ImGuiWindow* window = GImGui->CurrentWindow;
8590
0
    window->DC.StateStorage = tree ? tree : &window->StateStorage;
8591
0
}
8592
8593
ImGuiStorage* ImGui::GetStateStorage()
8594
0
{
8595
0
    ImGuiWindow* window = GImGui->CurrentWindow;
8596
0
    return window->DC.StateStorage;
8597
0
}
8598
8599
void ImGui::PushID(const char* str_id)
8600
0
{
8601
0
    ImGuiContext& g = *GImGui;
8602
0
    ImGuiWindow* window = g.CurrentWindow;
8603
0
    ImGuiID id = window->GetID(str_id);
8604
0
    window->IDStack.push_back(id);
8605
0
}
8606
8607
void ImGui::PushID(const char* str_id_begin, const char* str_id_end)
8608
0
{
8609
0
    ImGuiContext& g = *GImGui;
8610
0
    ImGuiWindow* window = g.CurrentWindow;
8611
0
    ImGuiID id = window->GetID(str_id_begin, str_id_end);
8612
0
    window->IDStack.push_back(id);
8613
0
}
8614
8615
void ImGui::PushID(const void* ptr_id)
8616
0
{
8617
0
    ImGuiContext& g = *GImGui;
8618
0
    ImGuiWindow* window = g.CurrentWindow;
8619
0
    ImGuiID id = window->GetID(ptr_id);
8620
0
    window->IDStack.push_back(id);
8621
0
}
8622
8623
void ImGui::PushID(int int_id)
8624
0
{
8625
0
    ImGuiContext& g = *GImGui;
8626
0
    ImGuiWindow* window = g.CurrentWindow;
8627
0
    ImGuiID id = window->GetID(int_id);
8628
0
    window->IDStack.push_back(id);
8629
0
}
8630
8631
// Push a given id value ignoring the ID stack as a seed.
8632
void ImGui::PushOverrideID(ImGuiID id)
8633
0
{
8634
0
    ImGuiContext& g = *GImGui;
8635
0
    ImGuiWindow* window = g.CurrentWindow;
8636
0
    if (g.DebugHookIdInfo == id)
8637
0
        DebugHookIdInfo(id, ImGuiDataType_ID, NULL, NULL);
8638
0
    window->IDStack.push_back(id);
8639
0
}
8640
8641
// Helper to avoid a common series of PushOverrideID -> GetID() -> PopID() call
8642
// (note that when using this pattern, ID Stack Tool will tend to not display the intermediate stack level.
8643
//  for that to work we would need to do PushOverrideID() -> ItemAdd() -> PopID() which would alter widget code a little more)
8644
ImGuiID ImGui::GetIDWithSeed(const char* str, const char* str_end, ImGuiID seed)
8645
0
{
8646
0
    ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed);
8647
0
    ImGuiContext& g = *GImGui;
8648
0
    if (g.DebugHookIdInfo == id)
8649
0
        DebugHookIdInfo(id, ImGuiDataType_String, str, str_end);
8650
0
    return id;
8651
0
}
8652
8653
ImGuiID ImGui::GetIDWithSeed(int n, ImGuiID seed)
8654
0
{
8655
0
    ImGuiID id = ImHashData(&n, sizeof(n), seed);
8656
0
    ImGuiContext& g = *GImGui;
8657
0
    if (g.DebugHookIdInfo == id)
8658
0
        DebugHookIdInfo(id, ImGuiDataType_S32, (void*)(intptr_t)n, NULL);
8659
0
    return id;
8660
0
}
8661
8662
void ImGui::PopID()
8663
0
{
8664
0
    ImGuiWindow* window = GImGui->CurrentWindow;
8665
0
    IM_ASSERT(window->IDStack.Size > 1); // Too many PopID(), or could be popping in a wrong/different window?
8666
0
    window->IDStack.pop_back();
8667
0
}
8668
8669
ImGuiID ImGui::GetID(const char* str_id)
8670
0
{
8671
0
    ImGuiWindow* window = GImGui->CurrentWindow;
8672
0
    return window->GetID(str_id);
8673
0
}
8674
8675
ImGuiID ImGui::GetID(const char* str_id_begin, const char* str_id_end)
8676
0
{
8677
0
    ImGuiWindow* window = GImGui->CurrentWindow;
8678
0
    return window->GetID(str_id_begin, str_id_end);
8679
0
}
8680
8681
ImGuiID ImGui::GetID(const void* ptr_id)
8682
0
{
8683
0
    ImGuiWindow* window = GImGui->CurrentWindow;
8684
0
    return window->GetID(ptr_id);
8685
0
}
8686
8687
bool ImGui::IsRectVisible(const ImVec2& size)
8688
0
{
8689
0
    ImGuiWindow* window = GImGui->CurrentWindow;
8690
0
    return window->ClipRect.Overlaps(ImRect(window->DC.CursorPos, window->DC.CursorPos + size));
8691
0
}
8692
8693
bool ImGui::IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max)
8694
0
{
8695
0
    ImGuiWindow* window = GImGui->CurrentWindow;
8696
0
    return window->ClipRect.Overlaps(ImRect(rect_min, rect_max));
8697
0
}
8698
8699
8700
//-----------------------------------------------------------------------------
8701
// [SECTION] INPUTS
8702
//-----------------------------------------------------------------------------
8703
// - GetKeyData() [Internal]
8704
// - GetKeyIndex() [Internal]
8705
// - GetKeyName()
8706
// - GetKeyChordName() [Internal]
8707
// - CalcTypematicRepeatAmount() [Internal]
8708
// - GetTypematicRepeatRate() [Internal]
8709
// - GetKeyPressedAmount() [Internal]
8710
// - GetKeyMagnitude2d() [Internal]
8711
//-----------------------------------------------------------------------------
8712
// - UpdateKeyRoutingTable() [Internal]
8713
// - GetRoutingIdFromOwnerId() [Internal]
8714
// - GetShortcutRoutingData() [Internal]
8715
// - CalcRoutingScore() [Internal]
8716
// - SetShortcutRouting() [Internal]
8717
// - TestShortcutRouting() [Internal]
8718
//-----------------------------------------------------------------------------
8719
// - IsKeyDown()
8720
// - IsKeyPressed()
8721
// - IsKeyReleased()
8722
//-----------------------------------------------------------------------------
8723
// - IsMouseDown()
8724
// - IsMouseClicked()
8725
// - IsMouseReleased()
8726
// - IsMouseDoubleClicked()
8727
// - GetMouseClickedCount()
8728
// - IsMouseHoveringRect() [Internal]
8729
// - IsMouseDragPastThreshold() [Internal]
8730
// - IsMouseDragging()
8731
// - GetMousePos()
8732
// - SetMousePos() [Internal]
8733
// - GetMousePosOnOpeningCurrentPopup()
8734
// - IsMousePosValid()
8735
// - IsAnyMouseDown()
8736
// - GetMouseDragDelta()
8737
// - ResetMouseDragDelta()
8738
// - GetMouseCursor()
8739
// - SetMouseCursor()
8740
//-----------------------------------------------------------------------------
8741
// - UpdateAliasKey()
8742
// - GetMergedModsFromKeys()
8743
// - UpdateKeyboardInputs()
8744
// - UpdateMouseInputs()
8745
//-----------------------------------------------------------------------------
8746
// - LockWheelingWindow [Internal]
8747
// - FindBestWheelingWindow [Internal]
8748
// - UpdateMouseWheel() [Internal]
8749
//-----------------------------------------------------------------------------
8750
// - SetNextFrameWantCaptureKeyboard()
8751
// - SetNextFrameWantCaptureMouse()
8752
//-----------------------------------------------------------------------------
8753
// - GetInputSourceName() [Internal]
8754
// - DebugPrintInputEvent() [Internal]
8755
// - UpdateInputEvents() [Internal]
8756
//-----------------------------------------------------------------------------
8757
// - GetKeyOwner() [Internal]
8758
// - TestKeyOwner() [Internal]
8759
// - SetKeyOwner() [Internal]
8760
// - SetItemKeyOwner() [Internal]
8761
// - Shortcut() [Internal]
8762
//-----------------------------------------------------------------------------
8763
8764
ImGuiKeyChord ImGui::FixupKeyChord(ImGuiContext* ctx, ImGuiKeyChord key_chord)
8765
0
{
8766
    // Convert ImGuiMod_Shortcut and add ImGuiMod_XXXX when a corresponding ImGuiKey_LeftXXX/ImGuiKey_RightXXX is specified.
8767
0
    ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_);
8768
0
    if (IsModKey(key))
8769
0
    {
8770
0
        if (key == ImGuiKey_LeftCtrl || key == ImGuiKey_RightCtrl)
8771
0
            key_chord |= ImGuiMod_Ctrl;
8772
0
        if (key == ImGuiKey_LeftShift || key == ImGuiKey_RightShift)
8773
0
            key_chord |= ImGuiMod_Shift;
8774
0
        if (key == ImGuiKey_LeftAlt || key == ImGuiKey_RightAlt)
8775
0
            key_chord |= ImGuiMod_Alt;
8776
0
        if (key == ImGuiKey_LeftSuper || key == ImGuiKey_RightSuper)
8777
0
            key_chord |= ImGuiMod_Super;
8778
0
    }
8779
0
    if (key_chord & ImGuiMod_Shortcut)
8780
0
        return (key_chord & ~ImGuiMod_Shortcut) | (ctx->IO.ConfigMacOSXBehaviors ? ImGuiMod_Super : ImGuiMod_Ctrl);
8781
0
    return key_chord;
8782
0
}
8783
8784
ImGuiKeyData* ImGui::GetKeyData(ImGuiContext* ctx, ImGuiKey key)
8785
0
{
8786
0
    ImGuiContext& g = *ctx;
8787
8788
    // Special storage location for mods
8789
0
    if (key & ImGuiMod_Mask_)
8790
0
        key = ConvertSingleModFlagToKey(ctx, key);
8791
8792
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
8793
    IM_ASSERT(key >= ImGuiKey_LegacyNativeKey_BEGIN && key < ImGuiKey_NamedKey_END);
8794
    if (IsLegacyKey(key) && g.IO.KeyMap[key] != -1)
8795
        key = (ImGuiKey)g.IO.KeyMap[key];  // Remap native->imgui or imgui->native
8796
#else
8797
0
    IM_ASSERT(IsNamedKey(key) && "Support for user key indices was dropped in favor of ImGuiKey. Please update backend & user code.");
8798
0
#endif
8799
0
    return &g.IO.KeysData[key - ImGuiKey_KeysData_OFFSET];
8800
0
}
8801
8802
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
8803
ImGuiKey ImGui::GetKeyIndex(ImGuiKey key)
8804
{
8805
    ImGuiContext& g = *GImGui;
8806
    IM_ASSERT(IsNamedKey(key));
8807
    const ImGuiKeyData* key_data = GetKeyData(key);
8808
    return (ImGuiKey)(key_data - g.IO.KeysData);
8809
}
8810
#endif
8811
8812
// Those names a provided for debugging purpose and are not meant to be saved persistently not compared.
8813
static const char* const GKeyNames[] =
8814
{
8815
    "Tab", "LeftArrow", "RightArrow", "UpArrow", "DownArrow", "PageUp", "PageDown",
8816
    "Home", "End", "Insert", "Delete", "Backspace", "Space", "Enter", "Escape",
8817
    "LeftCtrl", "LeftShift", "LeftAlt", "LeftSuper", "RightCtrl", "RightShift", "RightAlt", "RightSuper", "Menu",
8818
    "0", "1", "2", "3", "4", "5", "6", "7", "8", "9", "A", "B", "C", "D", "E", "F", "G", "H",
8819
    "I", "J", "K", "L", "M", "N", "O", "P", "Q", "R", "S", "T", "U", "V", "W", "X", "Y", "Z",
8820
    "F1", "F2", "F3", "F4", "F5", "F6", "F7", "F8", "F9", "F10", "F11", "F12",
8821
    "F13", "F14", "F15", "F16", "F17", "F18", "F19", "F20", "F21", "F22", "F23", "F24",
8822
    "Apostrophe", "Comma", "Minus", "Period", "Slash", "Semicolon", "Equal", "LeftBracket",
8823
    "Backslash", "RightBracket", "GraveAccent", "CapsLock", "ScrollLock", "NumLock", "PrintScreen",
8824
    "Pause", "Keypad0", "Keypad1", "Keypad2", "Keypad3", "Keypad4", "Keypad5", "Keypad6",
8825
    "Keypad7", "Keypad8", "Keypad9", "KeypadDecimal", "KeypadDivide", "KeypadMultiply",
8826
    "KeypadSubtract", "KeypadAdd", "KeypadEnter", "KeypadEqual",
8827
    "AppBack", "AppForward",
8828
    "GamepadStart", "GamepadBack",
8829
    "GamepadFaceLeft", "GamepadFaceRight", "GamepadFaceUp", "GamepadFaceDown",
8830
    "GamepadDpadLeft", "GamepadDpadRight", "GamepadDpadUp", "GamepadDpadDown",
8831
    "GamepadL1", "GamepadR1", "GamepadL2", "GamepadR2", "GamepadL3", "GamepadR3",
8832
    "GamepadLStickLeft", "GamepadLStickRight", "GamepadLStickUp", "GamepadLStickDown",
8833
    "GamepadRStickLeft", "GamepadRStickRight", "GamepadRStickUp", "GamepadRStickDown",
8834
    "MouseLeft", "MouseRight", "MouseMiddle", "MouseX1", "MouseX2", "MouseWheelX", "MouseWheelY",
8835
    "ModCtrl", "ModShift", "ModAlt", "ModSuper", // ReservedForModXXX are showing the ModXXX names.
8836
};
8837
IM_STATIC_ASSERT(ImGuiKey_NamedKey_COUNT == IM_ARRAYSIZE(GKeyNames));
8838
8839
const char* ImGui::GetKeyName(ImGuiKey key)
8840
0
{
8841
0
    ImGuiContext& g = *GImGui;
8842
0
#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO
8843
0
    IM_ASSERT((IsNamedKeyOrModKey(key) || key == ImGuiKey_None) && "Support for user key indices was dropped in favor of ImGuiKey. Please update backend and user code.");
8844
#else
8845
    if (IsLegacyKey(key))
8846
    {
8847
        if (g.IO.KeyMap[key] == -1)
8848
            return "N/A";
8849
        IM_ASSERT(IsNamedKey((ImGuiKey)g.IO.KeyMap[key]));
8850
        key = (ImGuiKey)g.IO.KeyMap[key];
8851
    }
8852
#endif
8853
0
    if (key == ImGuiKey_None)
8854
0
        return "None";
8855
0
    if (key & ImGuiMod_Mask_)
8856
0
        key = ConvertSingleModFlagToKey(&g, key);
8857
0
    if (!IsNamedKey(key))
8858
0
        return "Unknown";
8859
8860
0
    return GKeyNames[key - ImGuiKey_NamedKey_BEGIN];
8861
0
}
8862
8863
// ImGuiMod_Shortcut is translated to either Ctrl or Super.
8864
const char* ImGui::GetKeyChordName(ImGuiKeyChord key_chord)
8865
0
{
8866
0
    ImGuiContext& g = *GImGui;
8867
0
    key_chord = FixupKeyChord(&g, key_chord);
8868
0
    ImFormatString(g.TempKeychordName, IM_ARRAYSIZE(g.TempKeychordName), "%s%s%s%s%s",
8869
0
        (key_chord & ImGuiMod_Ctrl) ? "Ctrl+" : "",
8870
0
        (key_chord & ImGuiMod_Shift) ? "Shift+" : "",
8871
0
        (key_chord & ImGuiMod_Alt) ? "Alt+" : "",
8872
0
        (key_chord & ImGuiMod_Super) ? (g.IO.ConfigMacOSXBehaviors ? "Cmd+" : "Super+") : "",
8873
0
        GetKeyName((ImGuiKey)(key_chord & ~ImGuiMod_Mask_)));
8874
0
    return g.TempKeychordName;
8875
0
}
8876
8877
// t0 = previous time (e.g.: g.Time - g.IO.DeltaTime)
8878
// t1 = current time (e.g.: g.Time)
8879
// An event is triggered at:
8880
//  t = 0.0f     t = repeat_delay,    t = repeat_delay + repeat_rate*N
8881
int ImGui::CalcTypematicRepeatAmount(float t0, float t1, float repeat_delay, float repeat_rate)
8882
0
{
8883
0
    if (t1 == 0.0f)
8884
0
        return 1;
8885
0
    if (t0 >= t1)
8886
0
        return 0;
8887
0
    if (repeat_rate <= 0.0f)
8888
0
        return (t0 < repeat_delay) && (t1 >= repeat_delay);
8889
0
    const int count_t0 = (t0 < repeat_delay) ? -1 : (int)((t0 - repeat_delay) / repeat_rate);
8890
0
    const int count_t1 = (t1 < repeat_delay) ? -1 : (int)((t1 - repeat_delay) / repeat_rate);
8891
0
    const int count = count_t1 - count_t0;
8892
0
    return count;
8893
0
}
8894
8895
void ImGui::GetTypematicRepeatRate(ImGuiInputFlags flags, float* repeat_delay, float* repeat_rate)
8896
0
{
8897
0
    ImGuiContext& g = *GImGui;
8898
0
    switch (flags & ImGuiInputFlags_RepeatRateMask_)
8899
0
    {
8900
0
    case ImGuiInputFlags_RepeatRateNavMove:             *repeat_delay = g.IO.KeyRepeatDelay * 0.72f; *repeat_rate = g.IO.KeyRepeatRate * 0.80f; return;
8901
0
    case ImGuiInputFlags_RepeatRateNavTweak:            *repeat_delay = g.IO.KeyRepeatDelay * 0.72f; *repeat_rate = g.IO.KeyRepeatRate * 0.30f; return;
8902
0
    case ImGuiInputFlags_RepeatRateDefault: default:    *repeat_delay = g.IO.KeyRepeatDelay * 1.00f; *repeat_rate = g.IO.KeyRepeatRate * 1.00f; return;
8903
0
    }
8904
0
}
8905
8906
// Return value representing the number of presses in the last time period, for the given repeat rate
8907
// (most often returns 0 or 1. The result is generally only >1 when RepeatRate is smaller than DeltaTime, aka large DeltaTime or fast RepeatRate)
8908
int ImGui::GetKeyPressedAmount(ImGuiKey key, float repeat_delay, float repeat_rate)
8909
0
{
8910
0
    ImGuiContext& g = *GImGui;
8911
0
    const ImGuiKeyData* key_data = GetKeyData(key);
8912
0
    if (!key_data->Down) // In theory this should already be encoded as (DownDuration < 0.0f), but testing this facilitates eating mechanism (until we finish work on key ownership)
8913
0
        return 0;
8914
0
    const float t = key_data->DownDuration;
8915
0
    return CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, repeat_delay, repeat_rate);
8916
0
}
8917
8918
// Return 2D vector representing the combination of four cardinal direction, with analog value support (for e.g. ImGuiKey_GamepadLStick* values).
8919
ImVec2 ImGui::GetKeyMagnitude2d(ImGuiKey key_left, ImGuiKey key_right, ImGuiKey key_up, ImGuiKey key_down)
8920
0
{
8921
0
    return ImVec2(
8922
0
        GetKeyData(key_right)->AnalogValue - GetKeyData(key_left)->AnalogValue,
8923
0
        GetKeyData(key_down)->AnalogValue - GetKeyData(key_up)->AnalogValue);
8924
0
}
8925
8926
// Rewrite routing data buffers to strip old entries + sort by key to make queries not touch scattered data.
8927
//   Entries   D,A,B,B,A,C,B     --> A,A,B,B,B,C,D
8928
//   Index     A:1 B:2 C:5 D:0   --> A:0 B:2 C:5 D:6
8929
// See 'Metrics->Key Owners & Shortcut Routing' to visualize the result of that operation.
8930
static void ImGui::UpdateKeyRoutingTable(ImGuiKeyRoutingTable* rt)
8931
0
{
8932
0
    ImGuiContext& g = *GImGui;
8933
0
    rt->EntriesNext.resize(0);
8934
0
    for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1))
8935
0
    {
8936
0
        const int new_routing_start_idx = rt->EntriesNext.Size;
8937
0
        ImGuiKeyRoutingData* routing_entry;
8938
0
        for (int old_routing_idx = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; old_routing_idx != -1; old_routing_idx = routing_entry->NextEntryIndex)
8939
0
        {
8940
0
            routing_entry = &rt->Entries[old_routing_idx];
8941
0
            routing_entry->RoutingCurrScore = routing_entry->RoutingNextScore;
8942
0
            routing_entry->RoutingCurr = routing_entry->RoutingNext; // Update entry
8943
0
            routing_entry->RoutingNext = ImGuiKeyOwner_None;
8944
0
            routing_entry->RoutingNextScore = 255;
8945
0
            if (routing_entry->RoutingCurr == ImGuiKeyOwner_None)
8946
0
                continue;
8947
0
            rt->EntriesNext.push_back(*routing_entry); // Write alive ones into new buffer
8948
8949
            // Apply routing to owner if there's no owner already (RoutingCurr == None at this point)
8950
            // This is the result of previous frame's SetShortcutRouting() call.
8951
0
            if (routing_entry->Mods == g.IO.KeyMods)
8952
0
            {
8953
0
                ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key);
8954
0
                if (owner_data->OwnerCurr == ImGuiKeyOwner_None)
8955
0
                {
8956
0
                    owner_data->OwnerCurr = routing_entry->RoutingCurr;
8957
                    //IMGUI_DEBUG_LOG("SetKeyOwner(%s, owner_id=0x%08X) via Routing\n", GetKeyName(key), routing_entry->RoutingCurr);
8958
0
                }
8959
0
            }
8960
0
        }
8961
8962
        // Rewrite linked-list
8963
0
        rt->Index[key - ImGuiKey_NamedKey_BEGIN] = (ImGuiKeyRoutingIndex)(new_routing_start_idx < rt->EntriesNext.Size ? new_routing_start_idx : -1);
8964
0
        for (int n = new_routing_start_idx; n < rt->EntriesNext.Size; n++)
8965
0
            rt->EntriesNext[n].NextEntryIndex = (ImGuiKeyRoutingIndex)((n + 1 < rt->EntriesNext.Size) ? n + 1 : -1);
8966
0
    }
8967
0
    rt->Entries.swap(rt->EntriesNext); // Swap new and old indexes
8968
0
}
8969
8970
// owner_id may be None/Any, but routing_id needs to be always be set, so we default to GetCurrentFocusScope().
8971
static inline ImGuiID GetRoutingIdFromOwnerId(ImGuiID owner_id)
8972
0
{
8973
0
    ImGuiContext& g = *GImGui;
8974
0
    return (owner_id != ImGuiKeyOwner_None && owner_id != ImGuiKeyOwner_Any) ? owner_id : g.CurrentFocusScopeId;
8975
0
}
8976
8977
ImGuiKeyRoutingData* ImGui::GetShortcutRoutingData(ImGuiKeyChord key_chord)
8978
0
{
8979
    // Majority of shortcuts will be Key + any number of Mods
8980
    // We accept _Single_ mod with ImGuiKey_None.
8981
    //  - Shortcut(ImGuiKey_S | ImGuiMod_Ctrl);                    // Legal
8982
    //  - Shortcut(ImGuiKey_S | ImGuiMod_Ctrl | ImGuiMod_Shift);   // Legal
8983
    //  - Shortcut(ImGuiMod_Ctrl);                                 // Legal
8984
    //  - Shortcut(ImGuiMod_Ctrl | ImGuiMod_Shift);                // Not legal
8985
0
    ImGuiContext& g = *GImGui;
8986
0
    ImGuiKeyRoutingTable* rt = &g.KeysRoutingTable;
8987
0
    ImGuiKeyRoutingData* routing_data;
8988
0
    ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_);
8989
0
    ImGuiKey mods = (ImGuiKey)(key_chord & ImGuiMod_Mask_);
8990
0
    if (key == ImGuiKey_None)
8991
0
        key = ConvertSingleModFlagToKey(&g, mods);
8992
0
    IM_ASSERT(IsNamedKey(key) && (key_chord & ImGuiMod_Shortcut) == 0); // Please call ConvertShortcutMod() in calling function.
8993
8994
    // Get (in the majority of case, the linked list will have one element so this should be 2 reads.
8995
    // Subsequent elements will be contiguous in memory as list is sorted/rebuilt in NewFrame).
8996
0
    for (ImGuiKeyRoutingIndex idx = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; idx != -1; idx = routing_data->NextEntryIndex)
8997
0
    {
8998
0
        routing_data = &rt->Entries[idx];
8999
0
        if (routing_data->Mods == mods)
9000
0
            return routing_data;
9001
0
    }
9002
9003
    // Add to linked-list
9004
0
    ImGuiKeyRoutingIndex routing_data_idx = (ImGuiKeyRoutingIndex)rt->Entries.Size;
9005
0
    rt->Entries.push_back(ImGuiKeyRoutingData());
9006
0
    routing_data = &rt->Entries[routing_data_idx];
9007
0
    routing_data->Mods = (ImU16)mods;
9008
0
    routing_data->NextEntryIndex = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; // Setup linked list
9009
0
    rt->Index[key - ImGuiKey_NamedKey_BEGIN] = routing_data_idx;
9010
0
    return routing_data;
9011
0
}
9012
9013
// Current score encoding (lower is highest priority):
9014
//  -   0: ImGuiInputFlags_RouteGlobalHigh
9015
//  -   1: ImGuiInputFlags_RouteFocused (if item active)
9016
//  -   2: ImGuiInputFlags_RouteGlobal
9017
//  -  3+: ImGuiInputFlags_RouteFocused (if window in focus-stack)
9018
//  - 254: ImGuiInputFlags_RouteGlobalLow
9019
//  - 255: never route
9020
// 'flags' should include an explicit routing policy
9021
static int CalcRoutingScore(ImGuiID focus_scope_id, ImGuiID owner_id, ImGuiInputFlags flags)
9022
0
{
9023
0
    if (flags & ImGuiInputFlags_RouteFocused)
9024
0
    {
9025
0
        ImGuiContext& g = *GImGui;
9026
9027
        // ActiveID gets top priority
9028
        // (we don't check g.ActiveIdUsingAllKeys here. Routing is applied but if input ownership is tested later it may discard it)
9029
0
        if (owner_id != 0 && g.ActiveId == owner_id)
9030
0
            return 1;
9031
9032
        // Score based on distance to focused window (lower is better)
9033
        // Assuming both windows are submitting a routing request,
9034
        // - When Window....... is focused -> Window scores 3 (best), Window/ChildB scores 255 (no match)
9035
        // - When Window/ChildB is focused -> Window scores 4,        Window/ChildB scores 3 (best)
9036
        // Assuming only WindowA is submitting a routing request,
9037
        // - When Window/ChildB is focused -> Window scores 4 (best), Window/ChildB doesn't have a score.
9038
        // This essentially follow the window->ParentWindowForFocusRoute chain.
9039
0
        if (focus_scope_id == 0)
9040
0
            return 255;
9041
0
        for (int index_in_focus_path = 0; index_in_focus_path < g.NavFocusRoute.Size; index_in_focus_path++)
9042
0
            if (g.NavFocusRoute.Data[index_in_focus_path].ID == focus_scope_id)
9043
0
                return 3 + index_in_focus_path;
9044
9045
0
        return 255;
9046
0
    }
9047
9048
    // ImGuiInputFlags_RouteGlobalHigh is default, so calls without flags are not conditional
9049
0
    if (flags & ImGuiInputFlags_RouteGlobal)
9050
0
        return 2;
9051
0
    if (flags & ImGuiInputFlags_RouteGlobalLow)
9052
0
        return 254;
9053
0
    return 0;
9054
0
}
9055
9056
// We need this to filter some Shortcut() routes when an item e.g. an InputText() is active
9057
// e.g. ImGuiKey_G won't be considered a shortcut when item is active, but ImGuiMod|ImGuiKey_G can be.
9058
static bool IsKeyChordPotentiallyCharInput(ImGuiKeyChord key_chord)
9059
0
{
9060
    // Mimic 'ignore_char_inputs' logic in InputText()
9061
0
    ImGuiContext& g = *GImGui;
9062
9063
    // When the right mods are pressed it cannot be a char input so we won't filter the shortcut out.
9064
0
    ImGuiKey mods = (ImGuiKey)(key_chord & ImGuiMod_Mask_);
9065
0
    const bool ignore_char_inputs = ((mods & ImGuiMod_Ctrl) && !(mods & ImGuiMod_Alt)) || (g.IO.ConfigMacOSXBehaviors && (mods & ImGuiMod_Super));
9066
0
    if (ignore_char_inputs)
9067
0
        return false;
9068
9069
    // Return true for A-Z, 0-9 and other keys associated to char inputs. Other keys such as F1-F12 won't be filtered.
9070
0
    ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_);
9071
0
    return g.KeysMayBeCharInput.TestBit(key);
9072
0
}
9073
9074
// Request a desired route for an input chord (key + mods).
9075
// Return true if the route is available this frame.
9076
// - Routes and key ownership are attributed at the beginning of next frame based on best score and mod state.
9077
//   (Conceptually this does a "Submit for next frame" + "Test for current frame".
9078
//   As such, it could be called TrySetXXX or SubmitXXX, or the Submit and Test operations should be separate.)
9079
bool ImGui::SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags)
9080
0
{
9081
0
    ImGuiContext& g = *GImGui;
9082
0
    if ((flags & ImGuiInputFlags_RouteMask_) == 0)
9083
0
        flags |= ImGuiInputFlags_RouteGlobalHigh; // IMPORTANT: This is the default for SetShortcutRouting() but NOT Shortcut()
9084
0
    else
9085
0
        IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiInputFlags_RouteMask_)); // Check that only 1 routing flag is used
9086
0
    IM_ASSERT(owner_id != ImGuiKeyOwner_Any && owner_id != ImGuiKeyOwner_None);
9087
9088
    // Convert ImGuiMod_Shortcut and add ImGuiMod_XXXX when a corresponding ImGuiKey_LeftXXX/ImGuiKey_RightXXX is specified.
9089
0
    key_chord = FixupKeyChord(&g, key_chord);
9090
9091
    // [DEBUG] Debug break requested by user
9092
0
    if (g.DebugBreakInShortcutRouting == key_chord)
9093
0
        IM_DEBUG_BREAK();
9094
9095
0
    if (flags & ImGuiInputFlags_RouteUnlessBgFocused)
9096
0
        if (g.NavWindow == NULL)
9097
0
            return false;
9098
9099
    // Note how ImGuiInputFlags_RouteAlways won't set routing and thus won't set owner. May want to rework this?
9100
0
    if (flags & ImGuiInputFlags_RouteAlways)
9101
0
    {
9102
0
        IMGUI_DEBUG_LOG_INPUTROUTING("SetShortcutRouting(%s, owner_id=0x%08X, flags=%04X) -> always\n", GetKeyChordName(key_chord), owner_id, flags);
9103
0
        return true;
9104
0
    }
9105
9106
    // Specific culling when there's an active.
9107
0
    if (g.ActiveId != 0 && g.ActiveId != owner_id)
9108
0
    {
9109
        // Cull shortcuts with no modifiers when it could generate a character.
9110
        // e.g. Shortcut(ImGuiKey_G) also generates 'g' character, should not trigger when InputText() is active.
9111
        // but  Shortcut(Ctrl+G) should generally trigger when InputText() is active.
9112
        // TL;DR: lettered shortcut with no mods or with only Alt mod will not trigger while an item reading text input is active.
9113
        // (We cannot filter based on io.InputQueueCharacters[] contents because of trickling and key<>chars submission order are undefined)
9114
0
        if ((flags & ImGuiInputFlags_RouteFocused) && g.IO.WantTextInput && IsKeyChordPotentiallyCharInput(key_chord))
9115
0
        {
9116
0
            IMGUI_DEBUG_LOG_INPUTROUTING("SetShortcutRouting(%s, owner_id=0x%08X, flags=%04X) -> filtered as potential char input\n", GetKeyChordName(key_chord), owner_id, flags);
9117
0
            return false;
9118
0
        }
9119
9120
        // ActiveIdUsingAllKeyboardKeys trumps all for ActiveId
9121
0
        if ((flags & ImGuiInputFlags_RouteGlobalHigh) == 0 && g.ActiveIdUsingAllKeyboardKeys)
9122
0
        {
9123
0
            ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_);
9124
0
            if (key == ImGuiKey_None)
9125
0
                key = ConvertSingleModFlagToKey(&g, (ImGuiKey)(key_chord & ImGuiMod_Mask_));
9126
0
            if (key >= ImGuiKey_Keyboard_BEGIN && key < ImGuiKey_Keyboard_END)
9127
0
                return false;
9128
0
        }
9129
0
    }
9130
9131
    // FIXME-SHORTCUT: A way to configure the location/focus-scope to test would render this more flexible.
9132
0
    const int score = CalcRoutingScore(g.CurrentFocusScopeId, owner_id, flags);
9133
0
    IMGUI_DEBUG_LOG_INPUTROUTING("SetShortcutRouting(%s, owner_id=0x%08X, flags=%04X) -> score %d\n", GetKeyChordName(key_chord), owner_id, flags, score);
9134
0
    if (score == 255)
9135
0
        return false;
9136
9137
    // Submit routing for NEXT frame (assuming score is sufficient)
9138
    // FIXME: Could expose a way to use a "serve last" policy for same score resolution (using <= instead of <).
9139
0
    ImGuiKeyRoutingData* routing_data = GetShortcutRoutingData(key_chord);
9140
    //const bool set_route = (flags & ImGuiInputFlags_ServeLast) ? (score <= routing_data->RoutingNextScore) : (score < routing_data->RoutingNextScore);
9141
0
    if (score < routing_data->RoutingNextScore)
9142
0
    {
9143
0
        routing_data->RoutingNext = owner_id;
9144
0
        routing_data->RoutingNextScore = (ImU8)score;
9145
0
    }
9146
9147
    // Return routing state for CURRENT frame
9148
0
    if (routing_data->RoutingCurr == owner_id)
9149
0
        IMGUI_DEBUG_LOG_INPUTROUTING("--> granting current route\n");
9150
0
    return routing_data->RoutingCurr == owner_id;
9151
0
}
9152
9153
// Currently unused by core (but used by tests)
9154
// Note: this cannot be turned into GetShortcutRouting() because we do the owner_id->routing_id translation, name would be more misleading.
9155
bool ImGui::TestShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id)
9156
0
{
9157
0
    ImGuiContext& g = *GImGui;
9158
0
    const ImGuiID routing_id = GetRoutingIdFromOwnerId(owner_id);
9159
0
    key_chord = FixupKeyChord(&g, key_chord);
9160
0
    ImGuiKeyRoutingData* routing_data = GetShortcutRoutingData(key_chord); // FIXME: Could avoid creating entry.
9161
0
    return routing_data->RoutingCurr == routing_id;
9162
0
}
9163
9164
// Note that Dear ImGui doesn't know the meaning/semantic of ImGuiKey from 0..511: they are legacy native keycodes.
9165
// Consider transitioning from 'IsKeyDown(MY_ENGINE_KEY_A)' (<1.87) to IsKeyDown(ImGuiKey_A) (>= 1.87)
9166
bool ImGui::IsKeyDown(ImGuiKey key)
9167
0
{
9168
0
    return IsKeyDown(key, ImGuiKeyOwner_Any);
9169
0
}
9170
9171
bool ImGui::IsKeyDown(ImGuiKey key, ImGuiID owner_id)
9172
0
{
9173
0
    const ImGuiKeyData* key_data = GetKeyData(key);
9174
0
    if (!key_data->Down)
9175
0
        return false;
9176
0
    if (!TestKeyOwner(key, owner_id))
9177
0
        return false;
9178
0
    return true;
9179
0
}
9180
9181
bool ImGui::IsKeyPressed(ImGuiKey key, bool repeat)
9182
0
{
9183
0
    return IsKeyPressed(key, ImGuiKeyOwner_Any, repeat ? ImGuiInputFlags_Repeat : ImGuiInputFlags_None);
9184
0
}
9185
9186
// Important: unless legacy IsKeyPressed(ImGuiKey, bool repeat=true) which DEFAULT to repeat, this requires EXPLICIT repeat.
9187
bool ImGui::IsKeyPressed(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags)
9188
0
{
9189
0
    const ImGuiKeyData* key_data = GetKeyData(key);
9190
0
    if (!key_data->Down) // In theory this should already be encoded as (DownDuration < 0.0f), but testing this facilitates eating mechanism (until we finish work on key ownership)
9191
0
        return false;
9192
0
    const float t = key_data->DownDuration;
9193
0
    if (t < 0.0f)
9194
0
        return false;
9195
0
    IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByIsKeyPressed) == 0); // Passing flags not supported by this function!
9196
0
    if (flags & (ImGuiInputFlags_RepeatRateMask_ | ImGuiInputFlags_RepeatUntilMask_)) // Setting any _RepeatXXX option enables _Repeat
9197
0
        flags |= ImGuiInputFlags_Repeat;
9198
9199
0
    bool pressed = (t == 0.0f);
9200
0
    if (!pressed && (flags & ImGuiInputFlags_Repeat) != 0)
9201
0
    {
9202
0
        float repeat_delay, repeat_rate;
9203
0
        GetTypematicRepeatRate(flags, &repeat_delay, &repeat_rate);
9204
0
        pressed = (t > repeat_delay) && GetKeyPressedAmount(key, repeat_delay, repeat_rate) > 0;
9205
0
        if (pressed && (flags & ImGuiInputFlags_RepeatUntilMask_))
9206
0
        {
9207
            // Slightly bias 'key_pressed_time' as DownDuration is an accumulation of DeltaTime which we compare to an absolute time value.
9208
            // Ideally we'd replace DownDuration with KeyPressedTime but it would break user's code.
9209
0
            ImGuiContext& g = *GImGui;
9210
0
            double key_pressed_time = g.Time - t + 0.00001f;
9211
0
            if ((flags & ImGuiInputFlags_RepeatUntilKeyModsChange) && (g.LastKeyModsChangeTime > key_pressed_time))
9212
0
                pressed = false;
9213
0
            if ((flags & ImGuiInputFlags_RepeatUntilKeyModsChangeFromNone) && (g.LastKeyModsChangeFromNoneTime > key_pressed_time))
9214
0
                pressed = false;
9215
0
            if ((flags & ImGuiInputFlags_RepeatUntilOtherKeyPress) && (g.LastKeyboardKeyPressTime > key_pressed_time))
9216
0
                pressed = false;
9217
0
        }
9218
0
    }
9219
0
    if (!pressed)
9220
0
        return false;
9221
0
    if (!TestKeyOwner(key, owner_id))
9222
0
        return false;
9223
0
    return true;
9224
0
}
9225
9226
bool ImGui::IsKeyReleased(ImGuiKey key)
9227
0
{
9228
0
    return IsKeyReleased(key, ImGuiKeyOwner_Any);
9229
0
}
9230
9231
bool ImGui::IsKeyReleased(ImGuiKey key, ImGuiID owner_id)
9232
0
{
9233
0
    const ImGuiKeyData* key_data = GetKeyData(key);
9234
0
    if (key_data->DownDurationPrev < 0.0f || key_data->Down)
9235
0
        return false;
9236
0
    if (!TestKeyOwner(key, owner_id))
9237
0
        return false;
9238
0
    return true;
9239
0
}
9240
9241
bool ImGui::IsMouseDown(ImGuiMouseButton button)
9242
0
{
9243
0
    ImGuiContext& g = *GImGui;
9244
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
9245
0
    return g.IO.MouseDown[button] && TestKeyOwner(MouseButtonToKey(button), ImGuiKeyOwner_Any); // should be same as IsKeyDown(MouseButtonToKey(button), ImGuiKeyOwner_Any), but this allows legacy code hijacking the io.Mousedown[] array.
9246
0
}
9247
9248
bool ImGui::IsMouseDown(ImGuiMouseButton button, ImGuiID owner_id)
9249
0
{
9250
0
    ImGuiContext& g = *GImGui;
9251
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
9252
0
    return g.IO.MouseDown[button] && TestKeyOwner(MouseButtonToKey(button), owner_id); // Should be same as IsKeyDown(MouseButtonToKey(button), owner_id), but this allows legacy code hijacking the io.Mousedown[] array.
9253
0
}
9254
9255
bool ImGui::IsMouseClicked(ImGuiMouseButton button, bool repeat)
9256
0
{
9257
0
    return IsMouseClicked(button, ImGuiKeyOwner_Any, repeat ? ImGuiInputFlags_Repeat : ImGuiInputFlags_None);
9258
0
}
9259
9260
bool ImGui::IsMouseClicked(ImGuiMouseButton button, ImGuiID owner_id, ImGuiInputFlags flags)
9261
0
{
9262
0
    ImGuiContext& g = *GImGui;
9263
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
9264
0
    if (!g.IO.MouseDown[button]) // In theory this should already be encoded as (DownDuration < 0.0f), but testing this facilitates eating mechanism (until we finish work on key ownership)
9265
0
        return false;
9266
0
    const float t = g.IO.MouseDownDuration[button];
9267
0
    if (t < 0.0f)
9268
0
        return false;
9269
0
    IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByIsMouseClicked) == 0); // Passing flags not supported by this function! // FIXME: Could support RepeatRate and RepeatUntil flags here.
9270
9271
0
    const bool repeat = (flags & ImGuiInputFlags_Repeat) != 0;
9272
0
    const bool pressed = (t == 0.0f) || (repeat && t > g.IO.KeyRepeatDelay && CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0);
9273
0
    if (!pressed)
9274
0
        return false;
9275
9276
0
    if (!TestKeyOwner(MouseButtonToKey(button), owner_id))
9277
0
        return false;
9278
9279
0
    return true;
9280
0
}
9281
9282
bool ImGui::IsMouseReleased(ImGuiMouseButton button)
9283
0
{
9284
0
    ImGuiContext& g = *GImGui;
9285
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
9286
0
    return g.IO.MouseReleased[button] && TestKeyOwner(MouseButtonToKey(button), ImGuiKeyOwner_Any); // Should be same as IsKeyReleased(MouseButtonToKey(button), ImGuiKeyOwner_Any)
9287
0
}
9288
9289
bool ImGui::IsMouseReleased(ImGuiMouseButton button, ImGuiID owner_id)
9290
0
{
9291
0
    ImGuiContext& g = *GImGui;
9292
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
9293
0
    return g.IO.MouseReleased[button] && TestKeyOwner(MouseButtonToKey(button), owner_id); // Should be same as IsKeyReleased(MouseButtonToKey(button), owner_id)
9294
0
}
9295
9296
bool ImGui::IsMouseDoubleClicked(ImGuiMouseButton button)
9297
0
{
9298
0
    ImGuiContext& g = *GImGui;
9299
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
9300
0
    return g.IO.MouseClickedCount[button] == 2 && TestKeyOwner(MouseButtonToKey(button), ImGuiKeyOwner_Any);
9301
0
}
9302
9303
bool ImGui::IsMouseDoubleClicked(ImGuiMouseButton button, ImGuiID owner_id)
9304
0
{
9305
0
    ImGuiContext& g = *GImGui;
9306
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
9307
0
    return g.IO.MouseClickedCount[button] == 2 && TestKeyOwner(MouseButtonToKey(button), owner_id);
9308
0
}
9309
9310
int ImGui::GetMouseClickedCount(ImGuiMouseButton button)
9311
0
{
9312
0
    ImGuiContext& g = *GImGui;
9313
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
9314
0
    return g.IO.MouseClickedCount[button];
9315
0
}
9316
9317
// Test if mouse cursor is hovering given rectangle
9318
// NB- Rectangle is clipped by our current clip setting
9319
// NB- Expand the rectangle to be generous on imprecise inputs systems (g.Style.TouchExtraPadding)
9320
bool ImGui::IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip)
9321
0
{
9322
0
    ImGuiContext& g = *GImGui;
9323
9324
    // Clip
9325
0
    ImRect rect_clipped(r_min, r_max);
9326
0
    if (clip)
9327
0
        rect_clipped.ClipWith(g.CurrentWindow->ClipRect);
9328
9329
    // Hit testing, expanded for touch input
9330
0
    if (!rect_clipped.ContainsWithPad(g.IO.MousePos, g.Style.TouchExtraPadding))
9331
0
        return false;
9332
0
    if (!g.MouseViewport->GetMainRect().Overlaps(rect_clipped))
9333
0
        return false;
9334
0
    return true;
9335
0
}
9336
9337
// Return if a mouse click/drag went past the given threshold. Valid to call during the MouseReleased frame.
9338
// [Internal] This doesn't test if the button is pressed
9339
bool ImGui::IsMouseDragPastThreshold(ImGuiMouseButton button, float lock_threshold)
9340
0
{
9341
0
    ImGuiContext& g = *GImGui;
9342
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
9343
0
    if (lock_threshold < 0.0f)
9344
0
        lock_threshold = g.IO.MouseDragThreshold;
9345
0
    return g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold;
9346
0
}
9347
9348
bool ImGui::IsMouseDragging(ImGuiMouseButton button, float lock_threshold)
9349
0
{
9350
0
    ImGuiContext& g = *GImGui;
9351
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
9352
0
    if (!g.IO.MouseDown[button])
9353
0
        return false;
9354
0
    return IsMouseDragPastThreshold(button, lock_threshold);
9355
0
}
9356
9357
ImVec2 ImGui::GetMousePos()
9358
0
{
9359
0
    ImGuiContext& g = *GImGui;
9360
0
    return g.IO.MousePos;
9361
0
}
9362
9363
// This is called TeleportMousePos() and not SetMousePos() to emphasis that setting MousePosPrev will effectively clear mouse delta as well.
9364
// It is expected you only call this if (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos) is set and supported by backend.
9365
void ImGui::TeleportMousePos(const ImVec2& pos)
9366
0
{
9367
0
    ImGuiContext& g = *GImGui;
9368
0
    g.IO.MousePos = g.IO.MousePosPrev = pos;
9369
0
    g.IO.MouseDelta = ImVec2(0.0f, 0.0f);
9370
0
    g.IO.WantSetMousePos = true;
9371
    //IMGUI_DEBUG_LOG_IO("TeleportMousePos: (%.1f,%.1f)\n", io.MousePos.x, io.MousePos.y);
9372
0
}
9373
9374
// NB: prefer to call right after BeginPopup(). At the time Selectable/MenuItem is activated, the popup is already closed!
9375
ImVec2 ImGui::GetMousePosOnOpeningCurrentPopup()
9376
0
{
9377
0
    ImGuiContext& g = *GImGui;
9378
0
    if (g.BeginPopupStack.Size > 0)
9379
0
        return g.OpenPopupStack[g.BeginPopupStack.Size - 1].OpenMousePos;
9380
0
    return g.IO.MousePos;
9381
0
}
9382
9383
// We typically use ImVec2(-FLT_MAX,-FLT_MAX) to denote an invalid mouse position.
9384
bool ImGui::IsMousePosValid(const ImVec2* mouse_pos)
9385
0
{
9386
    // The assert is only to silence a false-positive in XCode Static Analysis.
9387
    // Because GImGui is not dereferenced in every code path, the static analyzer assume that it may be NULL (which it doesn't for other functions).
9388
0
    IM_ASSERT(GImGui != NULL);
9389
0
    const float MOUSE_INVALID = -256000.0f;
9390
0
    ImVec2 p = mouse_pos ? *mouse_pos : GImGui->IO.MousePos;
9391
0
    return p.x >= MOUSE_INVALID && p.y >= MOUSE_INVALID;
9392
0
}
9393
9394
// [WILL OBSOLETE] This was designed for backends, but prefer having backend maintain a mask of held mouse buttons, because upcoming input queue system will make this invalid.
9395
bool ImGui::IsAnyMouseDown()
9396
0
{
9397
0
    ImGuiContext& g = *GImGui;
9398
0
    for (int n = 0; n < IM_ARRAYSIZE(g.IO.MouseDown); n++)
9399
0
        if (g.IO.MouseDown[n])
9400
0
            return true;
9401
0
    return false;
9402
0
}
9403
9404
// Return the delta from the initial clicking position while the mouse button is clicked or was just released.
9405
// This is locked and return 0.0f until the mouse moves past a distance threshold at least once.
9406
// NB: This is only valid if IsMousePosValid(). backends in theory should always keep mouse position valid when dragging even outside the client window.
9407
ImVec2 ImGui::GetMouseDragDelta(ImGuiMouseButton button, float lock_threshold)
9408
0
{
9409
0
    ImGuiContext& g = *GImGui;
9410
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
9411
0
    if (lock_threshold < 0.0f)
9412
0
        lock_threshold = g.IO.MouseDragThreshold;
9413
0
    if (g.IO.MouseDown[button] || g.IO.MouseReleased[button])
9414
0
        if (g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold)
9415
0
            if (IsMousePosValid(&g.IO.MousePos) && IsMousePosValid(&g.IO.MouseClickedPos[button]))
9416
0
                return g.IO.MousePos - g.IO.MouseClickedPos[button];
9417
0
    return ImVec2(0.0f, 0.0f);
9418
0
}
9419
9420
void ImGui::ResetMouseDragDelta(ImGuiMouseButton button)
9421
0
{
9422
0
    ImGuiContext& g = *GImGui;
9423
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
9424
    // NB: We don't need to reset g.IO.MouseDragMaxDistanceSqr
9425
0
    g.IO.MouseClickedPos[button] = g.IO.MousePos;
9426
0
}
9427
9428
// Get desired mouse cursor shape.
9429
// Important: this is meant to be used by a platform backend, it is reset in ImGui::NewFrame(),
9430
// updated during the frame, and locked in EndFrame()/Render().
9431
// If you use software rendering by setting io.MouseDrawCursor then Dear ImGui will render those for you
9432
ImGuiMouseCursor ImGui::GetMouseCursor()
9433
0
{
9434
0
    ImGuiContext& g = *GImGui;
9435
0
    return g.MouseCursor;
9436
0
}
9437
9438
void ImGui::SetMouseCursor(ImGuiMouseCursor cursor_type)
9439
0
{
9440
0
    ImGuiContext& g = *GImGui;
9441
0
    g.MouseCursor = cursor_type;
9442
0
}
9443
9444
static void UpdateAliasKey(ImGuiKey key, bool v, float analog_value)
9445
0
{
9446
0
    IM_ASSERT(ImGui::IsAliasKey(key));
9447
0
    ImGuiKeyData* key_data = ImGui::GetKeyData(key);
9448
0
    key_data->Down = v;
9449
0
    key_data->AnalogValue = analog_value;
9450
0
}
9451
9452
// [Internal] Do not use directly
9453
static ImGuiKeyChord GetMergedModsFromKeys()
9454
0
{
9455
0
    ImGuiKeyChord mods = 0;
9456
0
    if (ImGui::IsKeyDown(ImGuiMod_Ctrl))     { mods |= ImGuiMod_Ctrl; }
9457
0
    if (ImGui::IsKeyDown(ImGuiMod_Shift))    { mods |= ImGuiMod_Shift; }
9458
0
    if (ImGui::IsKeyDown(ImGuiMod_Alt))      { mods |= ImGuiMod_Alt; }
9459
0
    if (ImGui::IsKeyDown(ImGuiMod_Super))    { mods |= ImGuiMod_Super; }
9460
0
    return mods;
9461
0
}
9462
9463
static void ImGui::UpdateKeyboardInputs()
9464
0
{
9465
0
    ImGuiContext& g = *GImGui;
9466
0
    ImGuiIO& io = g.IO;
9467
9468
    // Import legacy keys or verify they are not used
9469
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
9470
    if (io.BackendUsingLegacyKeyArrays == 0)
9471
    {
9472
        // Backend used new io.AddKeyEvent() API: Good! Verify that old arrays are never written to externally.
9473
        for (int n = 0; n < ImGuiKey_LegacyNativeKey_END; n++)
9474
            IM_ASSERT((io.KeysDown[n] == false || IsKeyDown((ImGuiKey)n)) && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!");
9475
    }
9476
    else
9477
    {
9478
        if (g.FrameCount == 0)
9479
            for (int n = ImGuiKey_LegacyNativeKey_BEGIN; n < ImGuiKey_LegacyNativeKey_END; n++)
9480
                IM_ASSERT(g.IO.KeyMap[n] == -1 && "Backend is not allowed to write to io.KeyMap[0..511]!");
9481
9482
        // Build reverse KeyMap (Named -> Legacy)
9483
        for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_NamedKey_END; n++)
9484
            if (io.KeyMap[n] != -1)
9485
            {
9486
                IM_ASSERT(IsLegacyKey((ImGuiKey)io.KeyMap[n]));
9487
                io.KeyMap[io.KeyMap[n]] = n;
9488
            }
9489
9490
        // Import legacy keys into new ones
9491
        for (int n = ImGuiKey_LegacyNativeKey_BEGIN; n < ImGuiKey_LegacyNativeKey_END; n++)
9492
            if (io.KeysDown[n] || io.BackendUsingLegacyKeyArrays == 1)
9493
            {
9494
                const ImGuiKey key = (ImGuiKey)(io.KeyMap[n] != -1 ? io.KeyMap[n] : n);
9495
                IM_ASSERT(io.KeyMap[n] == -1 || IsNamedKey(key));
9496
                io.KeysData[key].Down = io.KeysDown[n];
9497
                if (key != n)
9498
                    io.KeysDown[key] = io.KeysDown[n]; // Allow legacy code using io.KeysDown[GetKeyIndex()] with old backends
9499
                io.BackendUsingLegacyKeyArrays = 1;
9500
            }
9501
        if (io.BackendUsingLegacyKeyArrays == 1)
9502
        {
9503
            GetKeyData(ImGuiMod_Ctrl)->Down = io.KeyCtrl;
9504
            GetKeyData(ImGuiMod_Shift)->Down = io.KeyShift;
9505
            GetKeyData(ImGuiMod_Alt)->Down = io.KeyAlt;
9506
            GetKeyData(ImGuiMod_Super)->Down = io.KeySuper;
9507
        }
9508
    }
9509
#endif
9510
9511
    // Import legacy ImGuiNavInput_ io inputs and convert to gamepad keys
9512
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
9513
    const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
9514
    if (io.BackendUsingLegacyNavInputArray && nav_gamepad_active)
9515
    {
9516
        #define MAP_LEGACY_NAV_INPUT_TO_KEY1(_KEY, _NAV1)           do { io.KeysData[_KEY].Down = (io.NavInputs[_NAV1] > 0.0f); io.KeysData[_KEY].AnalogValue = io.NavInputs[_NAV1]; } while (0)
9517
        #define MAP_LEGACY_NAV_INPUT_TO_KEY2(_KEY, _NAV1, _NAV2)    do { io.KeysData[_KEY].Down = (io.NavInputs[_NAV1] > 0.0f) || (io.NavInputs[_NAV2] > 0.0f); io.KeysData[_KEY].AnalogValue = ImMax(io.NavInputs[_NAV1], io.NavInputs[_NAV2]); } while (0)
9518
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceDown, ImGuiNavInput_Activate);
9519
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceRight, ImGuiNavInput_Cancel);
9520
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceLeft, ImGuiNavInput_Menu);
9521
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceUp, ImGuiNavInput_Input);
9522
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadLeft, ImGuiNavInput_DpadLeft);
9523
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadRight, ImGuiNavInput_DpadRight);
9524
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadUp, ImGuiNavInput_DpadUp);
9525
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadDown, ImGuiNavInput_DpadDown);
9526
        MAP_LEGACY_NAV_INPUT_TO_KEY2(ImGuiKey_GamepadL1, ImGuiNavInput_FocusPrev, ImGuiNavInput_TweakSlow);
9527
        MAP_LEGACY_NAV_INPUT_TO_KEY2(ImGuiKey_GamepadR1, ImGuiNavInput_FocusNext, ImGuiNavInput_TweakFast);
9528
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickLeft, ImGuiNavInput_LStickLeft);
9529
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickRight, ImGuiNavInput_LStickRight);
9530
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickUp, ImGuiNavInput_LStickUp);
9531
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickDown, ImGuiNavInput_LStickDown);
9532
        #undef NAV_MAP_KEY
9533
    }
9534
#endif
9535
9536
    // Update aliases
9537
0
    for (int n = 0; n < ImGuiMouseButton_COUNT; n++)
9538
0
        UpdateAliasKey(MouseButtonToKey(n), io.MouseDown[n], io.MouseDown[n] ? 1.0f : 0.0f);
9539
0
    UpdateAliasKey(ImGuiKey_MouseWheelX, io.MouseWheelH != 0.0f, io.MouseWheelH);
9540
0
    UpdateAliasKey(ImGuiKey_MouseWheelY, io.MouseWheel != 0.0f, io.MouseWheel);
9541
9542
    // Synchronize io.KeyMods and io.KeyCtrl/io.KeyShift/etc. values.
9543
    // - New backends (1.87+): send io.AddKeyEvent(ImGuiMod_XXX) ->                                      -> (here) deriving io.KeyMods + io.KeyXXX from key array.
9544
    // - Legacy backends:      set io.KeyXXX bools               -> (above) set key array from io.KeyXXX -> (here) deriving io.KeyMods + io.KeyXXX from key array.
9545
    // So with legacy backends the 4 values will do a unnecessary back-and-forth but it makes the code simpler and future facing.
9546
0
    const ImGuiKeyChord prev_key_mods = io.KeyMods;
9547
0
    io.KeyMods = GetMergedModsFromKeys();
9548
0
    io.KeyCtrl = (io.KeyMods & ImGuiMod_Ctrl) != 0;
9549
0
    io.KeyShift = (io.KeyMods & ImGuiMod_Shift) != 0;
9550
0
    io.KeyAlt = (io.KeyMods & ImGuiMod_Alt) != 0;
9551
0
    io.KeySuper = (io.KeyMods & ImGuiMod_Super) != 0;
9552
0
    if (prev_key_mods != io.KeyMods)
9553
0
        g.LastKeyModsChangeTime = g.Time;
9554
0
    if (prev_key_mods != io.KeyMods && prev_key_mods == 0)
9555
0
        g.LastKeyModsChangeFromNoneTime = g.Time;
9556
9557
    // Clear gamepad data if disabled
9558
0
    if ((io.BackendFlags & ImGuiBackendFlags_HasGamepad) == 0)
9559
0
        for (int i = ImGuiKey_Gamepad_BEGIN; i < ImGuiKey_Gamepad_END; i++)
9560
0
        {
9561
0
            io.KeysData[i - ImGuiKey_KeysData_OFFSET].Down = false;
9562
0
            io.KeysData[i - ImGuiKey_KeysData_OFFSET].AnalogValue = 0.0f;
9563
0
        }
9564
9565
    // Update keys
9566
0
    for (int i = 0; i < ImGuiKey_KeysData_SIZE; i++)
9567
0
    {
9568
0
        ImGuiKeyData* key_data = &io.KeysData[i];
9569
0
        key_data->DownDurationPrev = key_data->DownDuration;
9570
0
        key_data->DownDuration = key_data->Down ? (key_data->DownDuration < 0.0f ? 0.0f : key_data->DownDuration + io.DeltaTime) : -1.0f;
9571
0
        if (key_data->DownDuration == 0.0f)
9572
0
        {
9573
0
            ImGuiKey key = (ImGuiKey)(ImGuiKey_KeysData_OFFSET + i);
9574
0
            if (IsKeyboardKey(key))
9575
0
                g.LastKeyboardKeyPressTime = g.Time;
9576
0
            else if (key == ImGuiKey_ReservedForModCtrl || key == ImGuiKey_ReservedForModShift || key == ImGuiKey_ReservedForModAlt || key == ImGuiKey_ReservedForModSuper)
9577
0
                g.LastKeyboardKeyPressTime = g.Time;
9578
0
        }
9579
0
    }
9580
9581
    // Update keys/input owner (named keys only): one entry per key
9582
0
    for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1))
9583
0
    {
9584
0
        ImGuiKeyData* key_data = &io.KeysData[key - ImGuiKey_KeysData_OFFSET];
9585
0
        ImGuiKeyOwnerData* owner_data = &g.KeysOwnerData[key - ImGuiKey_NamedKey_BEGIN];
9586
0
        owner_data->OwnerCurr = owner_data->OwnerNext;
9587
0
        if (!key_data->Down) // Important: ownership is released on the frame after a release. Ensure a 'MouseDown -> CloseWindow -> MouseUp' chain doesn't lead to someone else seeing the MouseUp.
9588
0
            owner_data->OwnerNext = ImGuiKeyOwner_None;
9589
0
        owner_data->LockThisFrame = owner_data->LockUntilRelease = owner_data->LockUntilRelease && key_data->Down;  // Clear LockUntilRelease when key is not Down anymore
9590
0
    }
9591
9592
    // Update key routing (for e.g. shortcuts)
9593
0
    UpdateKeyRoutingTable(&g.KeysRoutingTable);
9594
0
}
9595
9596
static void ImGui::UpdateMouseInputs()
9597
0
{
9598
0
    ImGuiContext& g = *GImGui;
9599
0
    ImGuiIO& io = g.IO;
9600
9601
    // Mouse Wheel swapping flag
9602
    // As a standard behavior holding SHIFT while using Vertical Mouse Wheel triggers Horizontal scroll instead
9603
    // - We avoid doing it on OSX as it the OS input layer handles this already.
9604
    // - FIXME: However this means when running on OSX over Emscripten, Shift+WheelY will incur two swapping (1 in OS, 1 here), canceling the feature.
9605
    // - FIXME: When we can distinguish e.g. touchpad scroll events from mouse ones, we'll set this accordingly based on input source.
9606
0
    io.MouseWheelRequestAxisSwap = io.KeyShift && !io.ConfigMacOSXBehaviors;
9607
9608
    // Round mouse position to avoid spreading non-rounded position (e.g. UpdateManualResize doesn't support them well)
9609
0
    if (IsMousePosValid(&io.MousePos))
9610
0
        io.MousePos = g.MouseLastValidPos = ImFloor(io.MousePos);
9611
9612
    // If mouse just appeared or disappeared (usually denoted by -FLT_MAX components) we cancel out movement in MouseDelta
9613
0
    if (IsMousePosValid(&io.MousePos) && IsMousePosValid(&io.MousePosPrev))
9614
0
        io.MouseDelta = io.MousePos - io.MousePosPrev;
9615
0
    else
9616
0
        io.MouseDelta = ImVec2(0.0f, 0.0f);
9617
9618
    // Update stationary timer.
9619
    // FIXME: May need to rework again to have some tolerance for occasional small movement, while being functional on high-framerates.
9620
0
    const float mouse_stationary_threshold = (io.MouseSource == ImGuiMouseSource_Mouse) ? 2.0f : 3.0f; // Slightly higher threshold for ImGuiMouseSource_TouchScreen/ImGuiMouseSource_Pen, may need rework.
9621
0
    const bool mouse_stationary = (ImLengthSqr(io.MouseDelta) <= mouse_stationary_threshold * mouse_stationary_threshold);
9622
0
    g.MouseStationaryTimer = mouse_stationary ? (g.MouseStationaryTimer + io.DeltaTime) : 0.0f;
9623
    //IMGUI_DEBUG_LOG("%.4f\n", g.MouseStationaryTimer);
9624
9625
    // If mouse moved we re-enable mouse hovering in case it was disabled by gamepad/keyboard. In theory should use a >0.0f threshold but would need to reset in everywhere we set this to true.
9626
0
    if (io.MouseDelta.x != 0.0f || io.MouseDelta.y != 0.0f)
9627
0
        g.NavDisableMouseHover = false;
9628
9629
0
    for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)
9630
0
    {
9631
0
        io.MouseClicked[i] = io.MouseDown[i] && io.MouseDownDuration[i] < 0.0f;
9632
0
        io.MouseClickedCount[i] = 0; // Will be filled below
9633
0
        io.MouseReleased[i] = !io.MouseDown[i] && io.MouseDownDuration[i] >= 0.0f;
9634
0
        io.MouseDownDurationPrev[i] = io.MouseDownDuration[i];
9635
0
        io.MouseDownDuration[i] = io.MouseDown[i] ? (io.MouseDownDuration[i] < 0.0f ? 0.0f : io.MouseDownDuration[i] + io.DeltaTime) : -1.0f;
9636
0
        if (io.MouseClicked[i])
9637
0
        {
9638
0
            bool is_repeated_click = false;
9639
0
            if ((float)(g.Time - io.MouseClickedTime[i]) < io.MouseDoubleClickTime)
9640
0
            {
9641
0
                ImVec2 delta_from_click_pos = IsMousePosValid(&io.MousePos) ? (io.MousePos - io.MouseClickedPos[i]) : ImVec2(0.0f, 0.0f);
9642
0
                if (ImLengthSqr(delta_from_click_pos) < io.MouseDoubleClickMaxDist * io.MouseDoubleClickMaxDist)
9643
0
                    is_repeated_click = true;
9644
0
            }
9645
0
            if (is_repeated_click)
9646
0
                io.MouseClickedLastCount[i]++;
9647
0
            else
9648
0
                io.MouseClickedLastCount[i] = 1;
9649
0
            io.MouseClickedTime[i] = g.Time;
9650
0
            io.MouseClickedPos[i] = io.MousePos;
9651
0
            io.MouseClickedCount[i] = io.MouseClickedLastCount[i];
9652
0
            io.MouseDragMaxDistanceAbs[i] = ImVec2(0.0f, 0.0f);
9653
0
            io.MouseDragMaxDistanceSqr[i] = 0.0f;
9654
0
        }
9655
0
        else if (io.MouseDown[i])
9656
0
        {
9657
            // Maintain the maximum distance we reaching from the initial click position, which is used with dragging threshold
9658
0
            ImVec2 delta_from_click_pos = IsMousePosValid(&io.MousePos) ? (io.MousePos - io.MouseClickedPos[i]) : ImVec2(0.0f, 0.0f);
9659
0
            io.MouseDragMaxDistanceSqr[i] = ImMax(io.MouseDragMaxDistanceSqr[i], ImLengthSqr(delta_from_click_pos));
9660
0
            io.MouseDragMaxDistanceAbs[i].x = ImMax(io.MouseDragMaxDistanceAbs[i].x, delta_from_click_pos.x < 0.0f ? -delta_from_click_pos.x : delta_from_click_pos.x);
9661
0
            io.MouseDragMaxDistanceAbs[i].y = ImMax(io.MouseDragMaxDistanceAbs[i].y, delta_from_click_pos.y < 0.0f ? -delta_from_click_pos.y : delta_from_click_pos.y);
9662
0
        }
9663
9664
        // We provide io.MouseDoubleClicked[] as a legacy service
9665
0
        io.MouseDoubleClicked[i] = (io.MouseClickedCount[i] == 2);
9666
9667
        // Clicking any mouse button reactivate mouse hovering which may have been deactivated by gamepad/keyboard navigation
9668
0
        if (io.MouseClicked[i])
9669
0
            g.NavDisableMouseHover = false;
9670
0
    }
9671
0
}
9672
9673
static void LockWheelingWindow(ImGuiWindow* window, float wheel_amount)
9674
0
{
9675
0
    ImGuiContext& g = *GImGui;
9676
0
    if (window)
9677
0
        g.WheelingWindowReleaseTimer = ImMin(g.WheelingWindowReleaseTimer + ImAbs(wheel_amount) * WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER, WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER);
9678
0
    else
9679
0
        g.WheelingWindowReleaseTimer = 0.0f;
9680
0
    if (g.WheelingWindow == window)
9681
0
        return;
9682
0
    IMGUI_DEBUG_LOG_IO("[io] LockWheelingWindow() \"%s\"\n", window ? window->Name : "NULL");
9683
0
    g.WheelingWindow = window;
9684
0
    g.WheelingWindowRefMousePos = g.IO.MousePos;
9685
0
    if (window == NULL)
9686
0
    {
9687
0
        g.WheelingWindowStartFrame = -1;
9688
0
        g.WheelingAxisAvg = ImVec2(0.0f, 0.0f);
9689
0
    }
9690
0
}
9691
9692
static ImGuiWindow* FindBestWheelingWindow(const ImVec2& wheel)
9693
0
{
9694
    // For each axis, find window in the hierarchy that may want to use scrolling
9695
0
    ImGuiContext& g = *GImGui;
9696
0
    ImGuiWindow* windows[2] = { NULL, NULL };
9697
0
    for (int axis = 0; axis < 2; axis++)
9698
0
        if (wheel[axis] != 0.0f)
9699
0
            for (ImGuiWindow* window = windows[axis] = g.HoveredWindow; window->Flags & ImGuiWindowFlags_ChildWindow; window = windows[axis] = window->ParentWindow)
9700
0
            {
9701
                // Bubble up into parent window if:
9702
                // - a child window doesn't allow any scrolling.
9703
                // - a child window has the ImGuiWindowFlags_NoScrollWithMouse flag.
9704
                //// - a child window doesn't need scrolling because it is already at the edge for the direction we are going in (FIXME-WIP)
9705
0
                const bool has_scrolling = (window->ScrollMax[axis] != 0.0f);
9706
0
                const bool inputs_disabled = (window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs);
9707
                //const bool scrolling_past_limits = (wheel_v < 0.0f) ? (window->Scroll[axis] <= 0.0f) : (window->Scroll[axis] >= window->ScrollMax[axis]);
9708
0
                if (has_scrolling && !inputs_disabled) // && !scrolling_past_limits)
9709
0
                    break; // select this window
9710
0
            }
9711
0
    if (windows[0] == NULL && windows[1] == NULL)
9712
0
        return NULL;
9713
9714
    // If there's only one window or only one axis then there's no ambiguity
9715
0
    if (windows[0] == windows[1] || windows[0] == NULL || windows[1] == NULL)
9716
0
        return windows[1] ? windows[1] : windows[0];
9717
9718
    // If candidate are different windows we need to decide which one to prioritize
9719
    // - First frame: only find a winner if one axis is zero.
9720
    // - Subsequent frames: only find a winner when one is more than the other.
9721
0
    if (g.WheelingWindowStartFrame == -1)
9722
0
        g.WheelingWindowStartFrame = g.FrameCount;
9723
0
    if ((g.WheelingWindowStartFrame == g.FrameCount && wheel.x != 0.0f && wheel.y != 0.0f) || (g.WheelingAxisAvg.x == g.WheelingAxisAvg.y))
9724
0
    {
9725
0
        g.WheelingWindowWheelRemainder = wheel;
9726
0
        return NULL;
9727
0
    }
9728
0
    return (g.WheelingAxisAvg.x > g.WheelingAxisAvg.y) ? windows[0] : windows[1];
9729
0
}
9730
9731
// Called by NewFrame()
9732
void ImGui::UpdateMouseWheel()
9733
0
{
9734
    // Reset the locked window if we move the mouse or after the timer elapses.
9735
    // FIXME: Ideally we could refactor to have one timer for "changing window w/ same axis" and a shorter timer for "changing window or axis w/ other axis" (#3795)
9736
0
    ImGuiContext& g = *GImGui;
9737
0
    if (g.WheelingWindow != NULL)
9738
0
    {
9739
0
        g.WheelingWindowReleaseTimer -= g.IO.DeltaTime;
9740
0
        if (IsMousePosValid() && ImLengthSqr(g.IO.MousePos - g.WheelingWindowRefMousePos) > g.IO.MouseDragThreshold * g.IO.MouseDragThreshold)
9741
0
            g.WheelingWindowReleaseTimer = 0.0f;
9742
0
        if (g.WheelingWindowReleaseTimer <= 0.0f)
9743
0
            LockWheelingWindow(NULL, 0.0f);
9744
0
    }
9745
9746
0
    ImVec2 wheel;
9747
0
    wheel.x = TestKeyOwner(ImGuiKey_MouseWheelX, ImGuiKeyOwner_None) ? g.IO.MouseWheelH : 0.0f;
9748
0
    wheel.y = TestKeyOwner(ImGuiKey_MouseWheelY, ImGuiKeyOwner_None) ? g.IO.MouseWheel : 0.0f;
9749
9750
    //IMGUI_DEBUG_LOG("MouseWheel X:%.3f Y:%.3f\n", wheel_x, wheel_y);
9751
0
    ImGuiWindow* mouse_window = g.WheelingWindow ? g.WheelingWindow : g.HoveredWindow;
9752
0
    if (!mouse_window || mouse_window->Collapsed)
9753
0
        return;
9754
9755
    // Zoom / Scale window
9756
    // FIXME-OBSOLETE: This is an old feature, it still works but pretty much nobody is using it and may be best redesigned.
9757
0
    if (wheel.y != 0.0f && g.IO.KeyCtrl && g.IO.FontAllowUserScaling)
9758
0
    {
9759
0
        LockWheelingWindow(mouse_window, wheel.y);
9760
0
        ImGuiWindow* window = mouse_window;
9761
0
        const float new_font_scale = ImClamp(window->FontWindowScale + g.IO.MouseWheel * 0.10f, 0.50f, 2.50f);
9762
0
        const float scale = new_font_scale / window->FontWindowScale;
9763
0
        window->FontWindowScale = new_font_scale;
9764
0
        if (window == window->RootWindow)
9765
0
        {
9766
0
            const ImVec2 offset = window->Size * (1.0f - scale) * (g.IO.MousePos - window->Pos) / window->Size;
9767
0
            SetWindowPos(window, window->Pos + offset, 0);
9768
0
            window->Size = ImTrunc(window->Size * scale);
9769
0
            window->SizeFull = ImTrunc(window->SizeFull * scale);
9770
0
        }
9771
0
        return;
9772
0
    }
9773
0
    if (g.IO.KeyCtrl)
9774
0
        return;
9775
9776
    // Mouse wheel scrolling
9777
    // Read about io.MouseWheelRequestAxisSwap and its issue on Mac+Emscripten in UpdateMouseInputs()
9778
0
    if (g.IO.MouseWheelRequestAxisSwap)
9779
0
        wheel = ImVec2(wheel.y, 0.0f);
9780
9781
    // Maintain a rough average of moving magnitude on both axises
9782
    // FIXME: should by based on wall clock time rather than frame-counter
9783
0
    g.WheelingAxisAvg.x = ImExponentialMovingAverage(g.WheelingAxisAvg.x, ImAbs(wheel.x), 30);
9784
0
    g.WheelingAxisAvg.y = ImExponentialMovingAverage(g.WheelingAxisAvg.y, ImAbs(wheel.y), 30);
9785
9786
    // In the rare situation where FindBestWheelingWindow() had to defer first frame of wheeling due to ambiguous main axis, reinject it now.
9787
0
    wheel += g.WheelingWindowWheelRemainder;
9788
0
    g.WheelingWindowWheelRemainder = ImVec2(0.0f, 0.0f);
9789
0
    if (wheel.x == 0.0f && wheel.y == 0.0f)
9790
0
        return;
9791
9792
    // Mouse wheel scrolling: find target and apply
9793
    // - don't renew lock if axis doesn't apply on the window.
9794
    // - select a main axis when both axises are being moved.
9795
0
    if (ImGuiWindow* window = (g.WheelingWindow ? g.WheelingWindow : FindBestWheelingWindow(wheel)))
9796
0
        if (!(window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs))
9797
0
        {
9798
0
            bool do_scroll[2] = { wheel.x != 0.0f && window->ScrollMax.x != 0.0f, wheel.y != 0.0f && window->ScrollMax.y != 0.0f };
9799
0
            if (do_scroll[ImGuiAxis_X] && do_scroll[ImGuiAxis_Y])
9800
0
                do_scroll[(g.WheelingAxisAvg.x > g.WheelingAxisAvg.y) ? ImGuiAxis_Y : ImGuiAxis_X] = false;
9801
0
            if (do_scroll[ImGuiAxis_X])
9802
0
            {
9803
0
                LockWheelingWindow(window, wheel.x);
9804
0
                float max_step = window->InnerRect.GetWidth() * 0.67f;
9805
0
                float scroll_step = ImTrunc(ImMin(2 * window->CalcFontSize(), max_step));
9806
0
                SetScrollX(window, window->Scroll.x - wheel.x * scroll_step);
9807
0
                g.WheelingWindowScrolledFrame = g.FrameCount;
9808
0
            }
9809
0
            if (do_scroll[ImGuiAxis_Y])
9810
0
            {
9811
0
                LockWheelingWindow(window, wheel.y);
9812
0
                float max_step = window->InnerRect.GetHeight() * 0.67f;
9813
0
                float scroll_step = ImTrunc(ImMin(5 * window->CalcFontSize(), max_step));
9814
0
                SetScrollY(window, window->Scroll.y - wheel.y * scroll_step);
9815
0
                g.WheelingWindowScrolledFrame = g.FrameCount;
9816
0
            }
9817
0
        }
9818
0
}
9819
9820
void ImGui::SetNextFrameWantCaptureKeyboard(bool want_capture_keyboard)
9821
0
{
9822
0
    ImGuiContext& g = *GImGui;
9823
0
    g.WantCaptureKeyboardNextFrame = want_capture_keyboard ? 1 : 0;
9824
0
}
9825
9826
void ImGui::SetNextFrameWantCaptureMouse(bool want_capture_mouse)
9827
0
{
9828
0
    ImGuiContext& g = *GImGui;
9829
0
    g.WantCaptureMouseNextFrame = want_capture_mouse ? 1 : 0;
9830
0
}
9831
9832
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
9833
static const char* GetInputSourceName(ImGuiInputSource source)
9834
0
{
9835
0
    const char* input_source_names[] = { "None", "Mouse", "Keyboard", "Gamepad", "Clipboard" };
9836
0
    IM_ASSERT(IM_ARRAYSIZE(input_source_names) == ImGuiInputSource_COUNT && source >= 0 && source < ImGuiInputSource_COUNT);
9837
0
    return input_source_names[source];
9838
0
}
9839
static const char* GetMouseSourceName(ImGuiMouseSource source)
9840
0
{
9841
0
    const char* mouse_source_names[] = { "Mouse", "TouchScreen", "Pen" };
9842
0
    IM_ASSERT(IM_ARRAYSIZE(mouse_source_names) == ImGuiMouseSource_COUNT && source >= 0 && source < ImGuiMouseSource_COUNT);
9843
0
    return mouse_source_names[source];
9844
0
}
9845
static void DebugPrintInputEvent(const char* prefix, const ImGuiInputEvent* e)
9846
0
{
9847
0
    ImGuiContext& g = *GImGui;
9848
0
    if (e->Type == ImGuiInputEventType_MousePos)    { if (e->MousePos.PosX == -FLT_MAX && e->MousePos.PosY == -FLT_MAX) IMGUI_DEBUG_LOG_IO("[io] %s: MousePos (-FLT_MAX, -FLT_MAX)\n", prefix); else IMGUI_DEBUG_LOG_IO("[io] %s: MousePos (%.1f, %.1f) (%s)\n", prefix, e->MousePos.PosX, e->MousePos.PosY, GetMouseSourceName(e->MousePos.MouseSource)); return; }
9849
0
    if (e->Type == ImGuiInputEventType_MouseButton) { IMGUI_DEBUG_LOG_IO("[io] %s: MouseButton %d %s (%s)\n", prefix, e->MouseButton.Button, e->MouseButton.Down ? "Down" : "Up", GetMouseSourceName(e->MouseButton.MouseSource)); return; }
9850
0
    if (e->Type == ImGuiInputEventType_MouseWheel)  { IMGUI_DEBUG_LOG_IO("[io] %s: MouseWheel (%.3f, %.3f) (%s)\n", prefix, e->MouseWheel.WheelX, e->MouseWheel.WheelY, GetMouseSourceName(e->MouseWheel.MouseSource)); return; }
9851
0
    if (e->Type == ImGuiInputEventType_MouseViewport){IMGUI_DEBUG_LOG_IO("[io] %s: MouseViewport (0x%08X)\n", prefix, e->MouseViewport.HoveredViewportID); return; }
9852
0
    if (e->Type == ImGuiInputEventType_Key)         { IMGUI_DEBUG_LOG_IO("[io] %s: Key \"%s\" %s\n", prefix, ImGui::GetKeyName(e->Key.Key), e->Key.Down ? "Down" : "Up"); return; }
9853
0
    if (e->Type == ImGuiInputEventType_Text)        { IMGUI_DEBUG_LOG_IO("[io] %s: Text: %c (U+%08X)\n", prefix, e->Text.Char, e->Text.Char); return; }
9854
0
    if (e->Type == ImGuiInputEventType_Focus)       { IMGUI_DEBUG_LOG_IO("[io] %s: AppFocused %d\n", prefix, e->AppFocused.Focused); return; }
9855
0
}
9856
#endif
9857
9858
// Process input queue
9859
// We always call this with the value of 'bool g.IO.ConfigInputTrickleEventQueue'.
9860
// - trickle_fast_inputs = false : process all events, turn into flattened input state (e.g. successive down/up/down/up will be lost)
9861
// - trickle_fast_inputs = true  : process as many events as possible (successive down/up/down/up will be trickled over several frames so nothing is lost) (new feature in 1.87)
9862
void ImGui::UpdateInputEvents(bool trickle_fast_inputs)
9863
0
{
9864
0
    ImGuiContext& g = *GImGui;
9865
0
    ImGuiIO& io = g.IO;
9866
9867
    // Only trickle chars<>key when working with InputText()
9868
    // FIXME: InputText() could parse event trail?
9869
    // FIXME: Could specialize chars<>keys trickling rules for control keys (those not typically associated to characters)
9870
0
    const bool trickle_interleaved_keys_and_text = (trickle_fast_inputs && g.WantTextInputNextFrame == 1);
9871
9872
0
    bool mouse_moved = false, mouse_wheeled = false, key_changed = false, text_inputted = false;
9873
0
    int  mouse_button_changed = 0x00;
9874
0
    ImBitArray<ImGuiKey_KeysData_SIZE> key_changed_mask;
9875
9876
0
    int event_n = 0;
9877
0
    for (; event_n < g.InputEventsQueue.Size; event_n++)
9878
0
    {
9879
0
        ImGuiInputEvent* e = &g.InputEventsQueue[event_n];
9880
0
        if (e->Type == ImGuiInputEventType_MousePos)
9881
0
        {
9882
0
            if (g.IO.WantSetMousePos)
9883
0
                continue;
9884
            // Trickling Rule: Stop processing queued events if we already handled a mouse button change
9885
0
            ImVec2 event_pos(e->MousePos.PosX, e->MousePos.PosY);
9886
0
            if (trickle_fast_inputs && (mouse_button_changed != 0 || mouse_wheeled || key_changed || text_inputted))
9887
0
                break;
9888
0
            io.MousePos = event_pos;
9889
0
            io.MouseSource = e->MousePos.MouseSource;
9890
0
            mouse_moved = true;
9891
0
        }
9892
0
        else if (e->Type == ImGuiInputEventType_MouseButton)
9893
0
        {
9894
            // Trickling Rule: Stop processing queued events if we got multiple action on the same button
9895
0
            const ImGuiMouseButton button = e->MouseButton.Button;
9896
0
            IM_ASSERT(button >= 0 && button < ImGuiMouseButton_COUNT);
9897
0
            if (trickle_fast_inputs && ((mouse_button_changed & (1 << button)) || mouse_wheeled))
9898
0
                break;
9899
0
            if (trickle_fast_inputs && e->MouseButton.MouseSource == ImGuiMouseSource_TouchScreen && mouse_moved) // #2702: TouchScreen have no initial hover.
9900
0
                break;
9901
0
            io.MouseDown[button] = e->MouseButton.Down;
9902
0
            io.MouseSource = e->MouseButton.MouseSource;
9903
0
            mouse_button_changed |= (1 << button);
9904
0
        }
9905
0
        else if (e->Type == ImGuiInputEventType_MouseWheel)
9906
0
        {
9907
            // Trickling Rule: Stop processing queued events if we got multiple action on the event
9908
0
            if (trickle_fast_inputs && (mouse_moved || mouse_button_changed != 0))
9909
0
                break;
9910
0
            io.MouseWheelH += e->MouseWheel.WheelX;
9911
0
            io.MouseWheel += e->MouseWheel.WheelY;
9912
0
            io.MouseSource = e->MouseWheel.MouseSource;
9913
0
            mouse_wheeled = true;
9914
0
        }
9915
0
        else if (e->Type == ImGuiInputEventType_MouseViewport)
9916
0
        {
9917
0
            io.MouseHoveredViewport = e->MouseViewport.HoveredViewportID;
9918
0
        }
9919
0
        else if (e->Type == ImGuiInputEventType_Key)
9920
0
        {
9921
            // Trickling Rule: Stop processing queued events if we got multiple action on the same button
9922
0
            ImGuiKey key = e->Key.Key;
9923
0
            IM_ASSERT(key != ImGuiKey_None);
9924
0
            ImGuiKeyData* key_data = GetKeyData(key);
9925
0
            const int key_data_index = (int)(key_data - g.IO.KeysData);
9926
0
            if (trickle_fast_inputs && key_data->Down != e->Key.Down && (key_changed_mask.TestBit(key_data_index) || text_inputted || mouse_button_changed != 0))
9927
0
                break;
9928
0
            key_data->Down = e->Key.Down;
9929
0
            key_data->AnalogValue = e->Key.AnalogValue;
9930
0
            key_changed = true;
9931
0
            key_changed_mask.SetBit(key_data_index);
9932
9933
            // Allow legacy code using io.KeysDown[GetKeyIndex()] with new backends
9934
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
9935
            io.KeysDown[key_data_index] = key_data->Down;
9936
            if (io.KeyMap[key_data_index] != -1)
9937
                io.KeysDown[io.KeyMap[key_data_index]] = key_data->Down;
9938
#endif
9939
0
        }
9940
0
        else if (e->Type == ImGuiInputEventType_Text)
9941
0
        {
9942
            // Trickling Rule: Stop processing queued events if keys/mouse have been interacted with
9943
0
            if (trickle_fast_inputs && ((key_changed && trickle_interleaved_keys_and_text) || mouse_button_changed != 0 || mouse_moved || mouse_wheeled))
9944
0
                break;
9945
0
            unsigned int c = e->Text.Char;
9946
0
            io.InputQueueCharacters.push_back(c <= IM_UNICODE_CODEPOINT_MAX ? (ImWchar)c : IM_UNICODE_CODEPOINT_INVALID);
9947
0
            if (trickle_interleaved_keys_and_text)
9948
0
                text_inputted = true;
9949
0
        }
9950
0
        else if (e->Type == ImGuiInputEventType_Focus)
9951
0
        {
9952
            // We intentionally overwrite this and process in NewFrame(), in order to give a chance
9953
            // to multi-viewports backends to queue AddFocusEvent(false) + AddFocusEvent(true) in same frame.
9954
0
            const bool focus_lost = !e->AppFocused.Focused;
9955
0
            io.AppFocusLost = focus_lost;
9956
0
        }
9957
0
        else
9958
0
        {
9959
0
            IM_ASSERT(0 && "Unknown event!");
9960
0
        }
9961
0
    }
9962
9963
    // Record trail (for domain-specific applications wanting to access a precise trail)
9964
    //if (event_n != 0) IMGUI_DEBUG_LOG_IO("Processed: %d / Remaining: %d\n", event_n, g.InputEventsQueue.Size - event_n);
9965
0
    for (int n = 0; n < event_n; n++)
9966
0
        g.InputEventsTrail.push_back(g.InputEventsQueue[n]);
9967
9968
    // [DEBUG]
9969
0
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
9970
0
    if (event_n != 0 && (g.DebugLogFlags & ImGuiDebugLogFlags_EventIO))
9971
0
        for (int n = 0; n < g.InputEventsQueue.Size; n++)
9972
0
            DebugPrintInputEvent(n < event_n ? "Processed" : "Remaining", &g.InputEventsQueue[n]);
9973
0
#endif
9974
9975
    // Remaining events will be processed on the next frame
9976
0
    if (event_n == g.InputEventsQueue.Size)
9977
0
        g.InputEventsQueue.resize(0);
9978
0
    else
9979
0
        g.InputEventsQueue.erase(g.InputEventsQueue.Data, g.InputEventsQueue.Data + event_n);
9980
9981
    // Clear buttons state when focus is lost
9982
    // - this is useful so e.g. releasing Alt after focus loss on Alt-Tab doesn't trigger the Alt menu toggle.
9983
    // - we clear in EndFrame() and not now in order allow application/user code polling this flag
9984
    //   (e.g. custom backend may want to clear additional data, custom widgets may want to react with a "canceling" event).
9985
0
    if (g.IO.AppFocusLost)
9986
0
        g.IO.ClearInputKeys();
9987
0
}
9988
9989
ImGuiID ImGui::GetKeyOwner(ImGuiKey key)
9990
0
{
9991
0
    if (!IsNamedKeyOrModKey(key))
9992
0
        return ImGuiKeyOwner_None;
9993
9994
0
    ImGuiContext& g = *GImGui;
9995
0
    ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key);
9996
0
    ImGuiID owner_id = owner_data->OwnerCurr;
9997
9998
0
    if (g.ActiveIdUsingAllKeyboardKeys && owner_id != g.ActiveId && owner_id != ImGuiKeyOwner_Any)
9999
0
        if (key >= ImGuiKey_Keyboard_BEGIN && key < ImGuiKey_Keyboard_END)
10000
0
            return ImGuiKeyOwner_None;
10001
10002
0
    return owner_id;
10003
0
}
10004
10005
// TestKeyOwner(..., ID)   : (owner == None || owner == ID)
10006
// TestKeyOwner(..., None) : (owner == None)
10007
// TestKeyOwner(..., Any)  : no owner test
10008
// All paths are also testing for key not being locked, for the rare cases that key have been locked with using ImGuiInputFlags_LockXXX flags.
10009
bool ImGui::TestKeyOwner(ImGuiKey key, ImGuiID owner_id)
10010
0
{
10011
0
    if (!IsNamedKeyOrModKey(key))
10012
0
        return true;
10013
10014
0
    ImGuiContext& g = *GImGui;
10015
0
    if (g.ActiveIdUsingAllKeyboardKeys && owner_id != g.ActiveId && owner_id != ImGuiKeyOwner_Any)
10016
0
        if (key >= ImGuiKey_Keyboard_BEGIN && key < ImGuiKey_Keyboard_END)
10017
0
            return false;
10018
10019
0
    ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key);
10020
0
    if (owner_id == ImGuiKeyOwner_Any)
10021
0
        return (owner_data->LockThisFrame == false);
10022
10023
    // Note: SetKeyOwner() sets OwnerCurr. It is not strictly required for most mouse routing overlap (because of ActiveId/HoveredId
10024
    // are acting as filter before this has a chance to filter), but sane as soon as user tries to look into things.
10025
    // Setting OwnerCurr in SetKeyOwner() is more consistent than testing OwnerNext here: would be inconsistent with getter and other functions.
10026
0
    if (owner_data->OwnerCurr != owner_id)
10027
0
    {
10028
0
        if (owner_data->LockThisFrame)
10029
0
            return false;
10030
0
        if (owner_data->OwnerCurr != ImGuiKeyOwner_None)
10031
0
            return false;
10032
0
    }
10033
10034
0
    return true;
10035
0
}
10036
10037
// _LockXXX flags are useful to lock keys away from code which is not input-owner aware.
10038
// When using _LockXXX flags, you can use ImGuiKeyOwner_Any to lock keys from everyone.
10039
// - SetKeyOwner(..., None)              : clears owner
10040
// - SetKeyOwner(..., Any, !Lock)        : illegal (assert)
10041
// - SetKeyOwner(..., Any or None, Lock) : set lock
10042
void ImGui::SetKeyOwner(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags)
10043
0
{
10044
0
    ImGuiContext& g = *GImGui;
10045
0
    IM_ASSERT(IsNamedKeyOrModKey(key) && (owner_id != ImGuiKeyOwner_Any || (flags & (ImGuiInputFlags_LockThisFrame | ImGuiInputFlags_LockUntilRelease)))); // Can only use _Any with _LockXXX flags (to eat a key away without an ID to retrieve it)
10046
0
    IM_ASSERT((flags & ~ImGuiInputFlags_SupportedBySetKeyOwner) == 0); // Passing flags not supported by this function!
10047
    //IMGUI_DEBUG_LOG("SetKeyOwner(%s, owner_id=0x%08X, flags=%08X)\n", GetKeyName(key), owner_id, flags);
10048
10049
0
    ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key);
10050
0
    owner_data->OwnerCurr = owner_data->OwnerNext = owner_id;
10051
10052
    // We cannot lock by default as it would likely break lots of legacy code.
10053
    // In the case of using LockUntilRelease while key is not down we still lock during the frame (no key_data->Down test)
10054
0
    owner_data->LockUntilRelease = (flags & ImGuiInputFlags_LockUntilRelease) != 0;
10055
0
    owner_data->LockThisFrame = (flags & ImGuiInputFlags_LockThisFrame) != 0 || (owner_data->LockUntilRelease);
10056
0
}
10057
10058
// Rarely used helper
10059
void ImGui::SetKeyOwnersForKeyChord(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags)
10060
0
{
10061
0
    if (key_chord & ImGuiMod_Ctrl)      { SetKeyOwner(ImGuiMod_Ctrl, owner_id, flags); }
10062
0
    if (key_chord & ImGuiMod_Shift)     { SetKeyOwner(ImGuiMod_Shift, owner_id, flags); }
10063
0
    if (key_chord & ImGuiMod_Alt)       { SetKeyOwner(ImGuiMod_Alt, owner_id, flags); }
10064
0
    if (key_chord & ImGuiMod_Super)     { SetKeyOwner(ImGuiMod_Super, owner_id, flags); }
10065
0
    if (key_chord & ImGuiMod_Shortcut)  { SetKeyOwner(ImGuiMod_Shortcut, owner_id, flags); }
10066
0
    if (key_chord & ~ImGuiMod_Mask_)    { SetKeyOwner((ImGuiKey)(key_chord & ~ImGuiMod_Mask_), owner_id, flags); }
10067
0
}
10068
10069
// This is more or less equivalent to:
10070
//   if (IsItemHovered() || IsItemActive())
10071
//       SetKeyOwner(key, GetItemID());
10072
// Extensive uses of that (e.g. many calls for a single item) may want to manually perform the tests once and then call SetKeyOwner() multiple times.
10073
// More advanced usage scenarios may want to call SetKeyOwner() manually based on different condition.
10074
// Worth noting is that only one item can be hovered and only one item can be active, therefore this usage pattern doesn't need to bother with routing and priority.
10075
void ImGui::SetItemKeyOwner(ImGuiKey key, ImGuiInputFlags flags)
10076
0
{
10077
0
    ImGuiContext& g = *GImGui;
10078
0
    ImGuiID id = g.LastItemData.ID;
10079
0
    if (id == 0 || (g.HoveredId != id && g.ActiveId != id))
10080
0
        return;
10081
0
    if ((flags & ImGuiInputFlags_CondMask_) == 0)
10082
0
        flags |= ImGuiInputFlags_CondDefault_;
10083
0
    if ((g.HoveredId == id && (flags & ImGuiInputFlags_CondHovered)) || (g.ActiveId == id && (flags & ImGuiInputFlags_CondActive)))
10084
0
    {
10085
0
        IM_ASSERT((flags & ~ImGuiInputFlags_SupportedBySetItemKeyOwner) == 0); // Passing flags not supported by this function!
10086
0
        SetKeyOwner(key, id, flags & ~ImGuiInputFlags_CondMask_);
10087
0
    }
10088
0
}
10089
10090
// This is the only public API until we expose owner_id versions of the API as replacements.
10091
bool ImGui::IsKeyChordPressed(ImGuiKeyChord key_chord)
10092
0
{
10093
0
    return IsKeyChordPressed(key_chord, 0, ImGuiInputFlags_None);
10094
0
}
10095
10096
// This is equivalent to comparing KeyMods + doing a IsKeyPressed()
10097
bool ImGui::IsKeyChordPressed(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags)
10098
0
{
10099
0
    ImGuiContext& g = *GImGui;
10100
0
    key_chord = FixupKeyChord(&g, key_chord);
10101
0
    ImGuiKey mods = (ImGuiKey)(key_chord & ImGuiMod_Mask_);
10102
0
    if (g.IO.KeyMods != mods)
10103
0
        return false;
10104
10105
    // Special storage location for mods
10106
0
    ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_);
10107
0
    if (key == ImGuiKey_None)
10108
0
        key = ConvertSingleModFlagToKey(&g, mods);
10109
0
    if (!IsKeyPressed(key, owner_id, (flags & ImGuiInputFlags_RepeatMask_)))
10110
0
        return false;
10111
0
    return true;
10112
0
}
10113
10114
void ImGui::SetNextItemShortcut(ImGuiKeyChord key_chord)
10115
0
{
10116
0
    ImGuiContext& g = *GImGui;
10117
0
    g.NextItemData.Flags |= ImGuiNextItemDataFlags_HasShortcut;
10118
0
    g.NextItemData.Shortcut = key_chord;
10119
0
}
10120
10121
bool ImGui::Shortcut(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags)
10122
0
{
10123
    //ImGuiContext& g = *GImGui;
10124
    //IMGUI_DEBUG_LOG("Shortcut(%s, owner_id=0x%08X, flags=%X)\n", GetKeyChordName(key_chord, g.TempBuffer.Data, g.TempBuffer.Size), owner_id, flags);
10125
10126
    // When using (owner_id == 0/Any): SetShortcutRouting() will use CurrentFocusScopeId and filter with this, so IsKeyPressed() is fine with he 0/Any.
10127
0
    if ((flags & ImGuiInputFlags_RouteMask_) == 0)
10128
0
        flags |= ImGuiInputFlags_RouteFocused;
10129
10130
    // Using 'owner_id == ImGuiKeyOwner_Any/0': auto-assign an owner based on current focus scope (each window has its focus scope by default)
10131
    // Effectively makes Shortcut() always input-owner aware.
10132
0
    if (owner_id == ImGuiKeyOwner_Any || owner_id == ImGuiKeyOwner_None)
10133
0
        owner_id = GetRoutingIdFromOwnerId(owner_id);
10134
10135
    // Submit route
10136
0
    if (!SetShortcutRouting(key_chord, owner_id, flags))
10137
0
        return false;
10138
10139
    // Default repeat behavior for Shortcut()
10140
    // So e.g. pressing Ctrl+W and releasing Ctrl while holding W will not trigger the W shortcut.
10141
0
    if ((flags & ImGuiInputFlags_Repeat) != 0 && (flags & ImGuiInputFlags_RepeatUntilMask_) == 0)
10142
0
        flags |= ImGuiInputFlags_RepeatUntilKeyModsChange;
10143
10144
0
    if (!IsKeyChordPressed(key_chord, owner_id, flags))
10145
0
        return false;
10146
0
    IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByShortcut) == 0); // Passing flags not supported by this function!
10147
0
    return true;
10148
0
}
10149
10150
10151
//-----------------------------------------------------------------------------
10152
// [SECTION] ERROR CHECKING
10153
//-----------------------------------------------------------------------------
10154
10155
// Helper function to verify ABI compatibility between caller code and compiled version of Dear ImGui.
10156
// Verify that the type sizes are matching between the calling file's compilation unit and imgui.cpp's compilation unit
10157
// If this triggers you have an issue:
10158
// - Most commonly: mismatched headers and compiled code version.
10159
// - Or: mismatched configuration #define, compilation settings, packing pragma etc.
10160
//   The configuration settings mentioned in imconfig.h must be set for all compilation units involved with Dear ImGui,
10161
//   which is way it is required you put them in your imconfig file (and not just before including imgui.h).
10162
//   Otherwise it is possible that different compilation units would see different structure layout
10163
bool ImGui::DebugCheckVersionAndDataLayout(const char* version, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_vert, size_t sz_idx)
10164
0
{
10165
0
    bool error = false;
10166
0
    if (strcmp(version, IMGUI_VERSION) != 0) { error = true; IM_ASSERT(strcmp(version, IMGUI_VERSION) == 0 && "Mismatched version string!"); }
10167
0
    if (sz_io != sizeof(ImGuiIO)) { error = true; IM_ASSERT(sz_io == sizeof(ImGuiIO) && "Mismatched struct layout!"); }
10168
0
    if (sz_style != sizeof(ImGuiStyle)) { error = true; IM_ASSERT(sz_style == sizeof(ImGuiStyle) && "Mismatched struct layout!"); }
10169
0
    if (sz_vec2 != sizeof(ImVec2)) { error = true; IM_ASSERT(sz_vec2 == sizeof(ImVec2) && "Mismatched struct layout!"); }
10170
0
    if (sz_vec4 != sizeof(ImVec4)) { error = true; IM_ASSERT(sz_vec4 == sizeof(ImVec4) && "Mismatched struct layout!"); }
10171
0
    if (sz_vert != sizeof(ImDrawVert)) { error = true; IM_ASSERT(sz_vert == sizeof(ImDrawVert) && "Mismatched struct layout!"); }
10172
0
    if (sz_idx != sizeof(ImDrawIdx)) { error = true; IM_ASSERT(sz_idx == sizeof(ImDrawIdx) && "Mismatched struct layout!"); }
10173
0
    return !error;
10174
0
}
10175
10176
// Until 1.89 (IMGUI_VERSION_NUM < 18814) it was legal to use SetCursorPos() to extend the boundary of a parent (e.g. window or table cell)
10177
// This is causing issues and ambiguity and we need to retire that.
10178
// See https://github.com/ocornut/imgui/issues/5548 for more details.
10179
// [Scenario 1]
10180
//  Previously this would make the window content size ~200x200:
10181
//    Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + End();  // NOT OK
10182
//  Instead, please submit an item:
10183
//    Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + Dummy(ImVec2(0,0)) + End(); // OK
10184
//  Alternative:
10185
//    Begin(...) + Dummy(ImVec2(200,200)) + End(); // OK
10186
// [Scenario 2]
10187
//  For reference this is one of the issue what we aim to fix with this change:
10188
//    BeginGroup() + SomeItem("foobar") + SetCursorScreenPos(GetCursorScreenPos()) + EndGroup()
10189
//  The previous logic made SetCursorScreenPos(GetCursorScreenPos()) have a side-effect! It would erroneously incorporate ItemSpacing.y after the item into content size, making the group taller!
10190
//  While this code is a little twisted, no-one would expect SetXXX(GetXXX()) to have a side-effect. Using vertical alignment patterns could trigger this issue.
10191
void ImGui::ErrorCheckUsingSetCursorPosToExtendParentBoundaries()
10192
0
{
10193
0
    ImGuiContext& g = *GImGui;
10194
0
    ImGuiWindow* window = g.CurrentWindow;
10195
0
    IM_ASSERT(window->DC.IsSetPos);
10196
0
    window->DC.IsSetPos = false;
10197
0
#ifdef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
10198
0
    if (window->DC.CursorPos.x <= window->DC.CursorMaxPos.x && window->DC.CursorPos.y <= window->DC.CursorMaxPos.y)
10199
0
        return;
10200
0
    if (window->SkipItems)
10201
0
        return;
10202
0
    IM_ASSERT(0 && "Code uses SetCursorPos()/SetCursorScreenPos() to extend window/parent boundaries. Please submit an item e.g. Dummy() to validate extent.");
10203
#else
10204
    window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos);
10205
#endif
10206
0
}
10207
10208
static void ImGui::ErrorCheckNewFrameSanityChecks()
10209
0
{
10210
0
    ImGuiContext& g = *GImGui;
10211
10212
    // Check user IM_ASSERT macro
10213
    // (IF YOU GET A WARNING OR COMPILE ERROR HERE: it means your assert macro is incorrectly defined!
10214
    //  If your macro uses multiple statements, it NEEDS to be surrounded by a 'do { ... } while (0)' block.
10215
    //  This is a common C/C++ idiom to allow multiple statements macros to be used in control flow blocks.)
10216
    // #define IM_ASSERT(EXPR)   if (SomeCode(EXPR)) SomeMoreCode();                    // Wrong!
10217
    // #define IM_ASSERT(EXPR)   do { if (SomeCode(EXPR)) SomeMoreCode(); } while (0)   // Correct!
10218
0
    if (true) IM_ASSERT(1); else IM_ASSERT(0);
10219
10220
    // Emscripten backends are often imprecise in their submission of DeltaTime. (#6114, #3644)
10221
    // Ideally the Emscripten app/backend should aim to fix or smooth this value and avoid feeding zero, but we tolerate it.
10222
#ifdef __EMSCRIPTEN__
10223
    if (g.IO.DeltaTime <= 0.0f && g.FrameCount > 0)
10224
        g.IO.DeltaTime = 0.00001f;
10225
#endif
10226
10227
    // Check user data
10228
    // (We pass an error message in the assert expression to make it visible to programmers who are not using a debugger, as most assert handlers display their argument)
10229
0
    IM_ASSERT(g.Initialized);
10230
0
    IM_ASSERT((g.IO.DeltaTime > 0.0f || g.FrameCount == 0)              && "Need a positive DeltaTime!");
10231
0
    IM_ASSERT((g.FrameCount == 0 || g.FrameCountEnded == g.FrameCount)  && "Forgot to call Render() or EndFrame() at the end of the previous frame?");
10232
0
    IM_ASSERT(g.IO.DisplaySize.x >= 0.0f && g.IO.DisplaySize.y >= 0.0f  && "Invalid DisplaySize value!");
10233
0
    IM_ASSERT(g.IO.Fonts->IsBuilt()                                     && "Font Atlas not built! Make sure you called ImGui_ImplXXXX_NewFrame() function for renderer backend, which should call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8()");
10234
0
    IM_ASSERT(g.Style.CurveTessellationTol > 0.0f                       && "Invalid style setting!");
10235
0
    IM_ASSERT(g.Style.CircleTessellationMaxError > 0.0f                 && "Invalid style setting!");
10236
0
    IM_ASSERT(g.Style.Alpha >= 0.0f && g.Style.Alpha <= 1.0f            && "Invalid style setting!"); // Allows us to avoid a few clamps in color computations
10237
0
    IM_ASSERT(g.Style.WindowMinSize.x >= 1.0f && g.Style.WindowMinSize.y >= 1.0f && "Invalid style setting.");
10238
0
    IM_ASSERT(g.Style.WindowMenuButtonPosition == ImGuiDir_None || g.Style.WindowMenuButtonPosition == ImGuiDir_Left || g.Style.WindowMenuButtonPosition == ImGuiDir_Right);
10239
0
    IM_ASSERT(g.Style.ColorButtonPosition == ImGuiDir_Left || g.Style.ColorButtonPosition == ImGuiDir_Right);
10240
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
10241
    for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_COUNT; n++)
10242
        IM_ASSERT(g.IO.KeyMap[n] >= -1 && g.IO.KeyMap[n] < ImGuiKey_LegacyNativeKey_END && "io.KeyMap[] contains an out of bound value (need to be 0..511, or -1 for unmapped key)");
10243
10244
    // Check: required key mapping (we intentionally do NOT check all keys to not pressure user into setting up everything, but Space is required and was only added in 1.60 WIP)
10245
    if ((g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) && g.IO.BackendUsingLegacyKeyArrays == 1)
10246
        IM_ASSERT(g.IO.KeyMap[ImGuiKey_Space] != -1 && "ImGuiKey_Space is not mapped, required for keyboard navigation.");
10247
#endif
10248
10249
    // Check: the io.ConfigWindowsResizeFromEdges option requires backend to honor mouse cursor changes and set the ImGuiBackendFlags_HasMouseCursors flag accordingly.
10250
0
    if (g.IO.ConfigWindowsResizeFromEdges && !(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseCursors))
10251
0
        g.IO.ConfigWindowsResizeFromEdges = false;
10252
10253
    // Perform simple check: error if Docking or Viewport are enabled _exactly_ on frame 1 (instead of frame 0 or later), which is a common error leading to loss of .ini data.
10254
0
    if (g.FrameCount == 1 && (g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable) && (g.ConfigFlagsLastFrame & ImGuiConfigFlags_DockingEnable) == 0)
10255
0
        IM_ASSERT(0 && "Please set DockingEnable before the first call to NewFrame()! Otherwise you will lose your .ini settings!");
10256
0
    if (g.FrameCount == 1 && (g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) && (g.ConfigFlagsLastFrame & ImGuiConfigFlags_ViewportsEnable) == 0)
10257
0
        IM_ASSERT(0 && "Please set ViewportsEnable before the first call to NewFrame()! Otherwise you will lose your .ini settings!");
10258
10259
    // Perform simple checks: multi-viewport and platform windows support
10260
0
    if (g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
10261
0
    {
10262
0
        if ((g.IO.BackendFlags & ImGuiBackendFlags_PlatformHasViewports) && (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasViewports))
10263
0
        {
10264
0
            IM_ASSERT((g.FrameCount == 0 || g.FrameCount == g.FrameCountPlatformEnded) && "Forgot to call UpdatePlatformWindows() in main loop after EndFrame()? Check examples/ applications for reference.");
10265
0
            IM_ASSERT(g.PlatformIO.Platform_CreateWindow  != NULL && "Platform init didn't install handlers?");
10266
0
            IM_ASSERT(g.PlatformIO.Platform_DestroyWindow != NULL && "Platform init didn't install handlers?");
10267
0
            IM_ASSERT(g.PlatformIO.Platform_GetWindowPos  != NULL && "Platform init didn't install handlers?");
10268
0
            IM_ASSERT(g.PlatformIO.Platform_SetWindowPos  != NULL && "Platform init didn't install handlers?");
10269
0
            IM_ASSERT(g.PlatformIO.Platform_GetWindowSize != NULL && "Platform init didn't install handlers?");
10270
0
            IM_ASSERT(g.PlatformIO.Platform_SetWindowSize != NULL && "Platform init didn't install handlers?");
10271
0
            IM_ASSERT(g.PlatformIO.Monitors.Size > 0 && "Platform init didn't setup Monitors list?");
10272
0
            IM_ASSERT((g.Viewports[0]->PlatformUserData != NULL || g.Viewports[0]->PlatformHandle != NULL) && "Platform init didn't setup main viewport.");
10273
0
            if (g.IO.ConfigDockingTransparentPayload && (g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable))
10274
0
                IM_ASSERT(g.PlatformIO.Platform_SetWindowAlpha != NULL && "Platform_SetWindowAlpha handler is required to use io.ConfigDockingTransparent!");
10275
0
        }
10276
0
        else
10277
0
        {
10278
            // Disable feature, our backends do not support it
10279
0
            g.IO.ConfigFlags &= ~ImGuiConfigFlags_ViewportsEnable;
10280
0
        }
10281
10282
        // Perform simple checks on platform monitor data + compute a total bounding box for quick early outs
10283
0
        for (ImGuiPlatformMonitor& mon : g.PlatformIO.Monitors)
10284
0
        {
10285
0
            IM_UNUSED(mon);
10286
0
            IM_ASSERT(mon.MainSize.x > 0.0f && mon.MainSize.y > 0.0f && "Monitor main bounds not setup properly.");
10287
0
            IM_ASSERT(ImRect(mon.MainPos, mon.MainPos + mon.MainSize).Contains(ImRect(mon.WorkPos, mon.WorkPos + mon.WorkSize)) && "Monitor work bounds not setup properly. If you don't have work area information, just copy MainPos/MainSize into them.");
10288
0
            IM_ASSERT(mon.DpiScale != 0.0f);
10289
0
        }
10290
0
    }
10291
0
}
10292
10293
static void ImGui::ErrorCheckEndFrameSanityChecks()
10294
0
{
10295
0
    ImGuiContext& g = *GImGui;
10296
10297
    // Verify that io.KeyXXX fields haven't been tampered with. Key mods should not be modified between NewFrame() and EndFrame()
10298
    // One possible reason leading to this assert is that your backends update inputs _AFTER_ NewFrame().
10299
    // It is known that when some modal native windows called mid-frame takes focus away, some backends such as GLFW will
10300
    // send key release events mid-frame. This would normally trigger this assertion and lead to sheared inputs.
10301
    // We silently accommodate for this case by ignoring the case where all io.KeyXXX modifiers were released (aka key_mod_flags == 0),
10302
    // while still correctly asserting on mid-frame key press events.
10303
0
    const ImGuiKeyChord key_mods = GetMergedModsFromKeys();
10304
0
    IM_ASSERT((key_mods == 0 || g.IO.KeyMods == key_mods) && "Mismatching io.KeyCtrl/io.KeyShift/io.KeyAlt/io.KeySuper vs io.KeyMods");
10305
0
    IM_UNUSED(key_mods);
10306
10307
    // [EXPERIMENTAL] Recover from errors: You may call this yourself before EndFrame().
10308
    //ErrorCheckEndFrameRecover();
10309
10310
    // Report when there is a mismatch of Begin/BeginChild vs End/EndChild calls. Important: Remember that the Begin/BeginChild API requires you
10311
    // to always call End/EndChild even if Begin/BeginChild returns false! (this is unfortunately inconsistent with most other Begin* API).
10312
0
    if (g.CurrentWindowStack.Size != 1)
10313
0
    {
10314
0
        if (g.CurrentWindowStack.Size > 1)
10315
0
        {
10316
0
            ImGuiWindow* window = g.CurrentWindowStack.back().Window; // <-- This window was not Ended!
10317
0
            IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size == 1, "Mismatched Begin/BeginChild vs End/EndChild calls: did you forget to call End/EndChild?");
10318
0
            IM_UNUSED(window);
10319
0
            while (g.CurrentWindowStack.Size > 1)
10320
0
                End();
10321
0
        }
10322
0
        else
10323
0
        {
10324
0
            IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size == 1, "Mismatched Begin/BeginChild vs End/EndChild calls: did you call End/EndChild too much?");
10325
0
        }
10326
0
    }
10327
10328
0
    IM_ASSERT_USER_ERROR(g.GroupStack.Size == 0, "Missing EndGroup call!");
10329
0
}
10330
10331
// Experimental recovery from incorrect usage of BeginXXX/EndXXX/PushXXX/PopXXX calls.
10332
// Must be called during or before EndFrame().
10333
// This is generally flawed as we are not necessarily End/Popping things in the right order.
10334
// FIXME: Can't recover from inside BeginTabItem/EndTabItem yet.
10335
// FIXME: Can't recover from interleaved BeginTabBar/Begin
10336
void    ImGui::ErrorCheckEndFrameRecover(ImGuiErrorLogCallback log_callback, void* user_data)
10337
0
{
10338
    // PVS-Studio V1044 is "Loop break conditions do not depend on the number of iterations"
10339
0
    ImGuiContext& g = *GImGui;
10340
0
    while (g.CurrentWindowStack.Size > 0) //-V1044
10341
0
    {
10342
0
        ErrorCheckEndWindowRecover(log_callback, user_data);
10343
0
        ImGuiWindow* window = g.CurrentWindow;
10344
0
        if (g.CurrentWindowStack.Size == 1)
10345
0
        {
10346
0
            IM_ASSERT(window->IsFallbackWindow);
10347
0
            break;
10348
0
        }
10349
0
        if (window->Flags & ImGuiWindowFlags_ChildWindow)
10350
0
        {
10351
0
            if (log_callback) log_callback(user_data, "Recovered from missing EndChild() for '%s'", window->Name);
10352
0
            EndChild();
10353
0
        }
10354
0
        else
10355
0
        {
10356
0
            if (log_callback) log_callback(user_data, "Recovered from missing End() for '%s'", window->Name);
10357
0
            End();
10358
0
        }
10359
0
    }
10360
0
}
10361
10362
// Must be called before End()/EndChild()
10363
void    ImGui::ErrorCheckEndWindowRecover(ImGuiErrorLogCallback log_callback, void* user_data)
10364
0
{
10365
0
    ImGuiContext& g = *GImGui;
10366
0
    while (g.CurrentTable && (g.CurrentTable->OuterWindow == g.CurrentWindow || g.CurrentTable->InnerWindow == g.CurrentWindow))
10367
0
    {
10368
0
        if (log_callback) log_callback(user_data, "Recovered from missing EndTable() in '%s'", g.CurrentTable->OuterWindow->Name);
10369
0
        EndTable();
10370
0
    }
10371
10372
0
    ImGuiWindow* window = g.CurrentWindow;
10373
0
    ImGuiStackSizes* stack_sizes = &g.CurrentWindowStack.back().StackSizesOnBegin;
10374
0
    IM_ASSERT(window != NULL);
10375
0
    while (g.CurrentTabBar != NULL) //-V1044
10376
0
    {
10377
0
        if (log_callback) log_callback(user_data, "Recovered from missing EndTabBar() in '%s'", window->Name);
10378
0
        EndTabBar();
10379
0
    }
10380
0
    while (window->DC.TreeDepth > 0)
10381
0
    {
10382
0
        if (log_callback) log_callback(user_data, "Recovered from missing TreePop() in '%s'", window->Name);
10383
0
        TreePop();
10384
0
    }
10385
0
    while (g.GroupStack.Size > stack_sizes->SizeOfGroupStack) //-V1044
10386
0
    {
10387
0
        if (log_callback) log_callback(user_data, "Recovered from missing EndGroup() in '%s'", window->Name);
10388
0
        EndGroup();
10389
0
    }
10390
0
    while (window->IDStack.Size > 1)
10391
0
    {
10392
0
        if (log_callback) log_callback(user_data, "Recovered from missing PopID() in '%s'", window->Name);
10393
0
        PopID();
10394
0
    }
10395
0
    while (g.DisabledStackSize > stack_sizes->SizeOfDisabledStack) //-V1044
10396
0
    {
10397
0
        if (log_callback) log_callback(user_data, "Recovered from missing EndDisabled() in '%s'", window->Name);
10398
0
        EndDisabled();
10399
0
    }
10400
0
    while (g.ColorStack.Size > stack_sizes->SizeOfColorStack)
10401
0
    {
10402
0
        if (log_callback) log_callback(user_data, "Recovered from missing PopStyleColor() in '%s' for ImGuiCol_%s", window->Name, GetStyleColorName(g.ColorStack.back().Col));
10403
0
        PopStyleColor();
10404
0
    }
10405
0
    while (g.ItemFlagsStack.Size > stack_sizes->SizeOfItemFlagsStack) //-V1044
10406
0
    {
10407
0
        if (log_callback) log_callback(user_data, "Recovered from missing PopItemFlag() in '%s'", window->Name);
10408
0
        PopItemFlag();
10409
0
    }
10410
0
    while (g.StyleVarStack.Size > stack_sizes->SizeOfStyleVarStack) //-V1044
10411
0
    {
10412
0
        if (log_callback) log_callback(user_data, "Recovered from missing PopStyleVar() in '%s'", window->Name);
10413
0
        PopStyleVar();
10414
0
    }
10415
0
    while (g.FontStack.Size > stack_sizes->SizeOfFontStack) //-V1044
10416
0
    {
10417
0
        if (log_callback) log_callback(user_data, "Recovered from missing PopFont() in '%s'", window->Name);
10418
0
        PopFont();
10419
0
    }
10420
0
    while (g.FocusScopeStack.Size > stack_sizes->SizeOfFocusScopeStack + 1) //-V1044
10421
0
    {
10422
0
        if (log_callback) log_callback(user_data, "Recovered from missing PopFocusScope() in '%s'", window->Name);
10423
0
        PopFocusScope();
10424
0
    }
10425
0
}
10426
10427
// Save current stack sizes for later compare
10428
void ImGuiStackSizes::SetToContextState(ImGuiContext* ctx)
10429
0
{
10430
0
    ImGuiContext& g = *ctx;
10431
0
    ImGuiWindow* window = g.CurrentWindow;
10432
0
    SizeOfIDStack = (short)window->IDStack.Size;
10433
0
    SizeOfColorStack = (short)g.ColorStack.Size;
10434
0
    SizeOfStyleVarStack = (short)g.StyleVarStack.Size;
10435
0
    SizeOfFontStack = (short)g.FontStack.Size;
10436
0
    SizeOfFocusScopeStack = (short)g.FocusScopeStack.Size;
10437
0
    SizeOfGroupStack = (short)g.GroupStack.Size;
10438
0
    SizeOfItemFlagsStack = (short)g.ItemFlagsStack.Size;
10439
0
    SizeOfBeginPopupStack = (short)g.BeginPopupStack.Size;
10440
0
    SizeOfDisabledStack = (short)g.DisabledStackSize;
10441
0
}
10442
10443
// Compare to detect usage errors
10444
void ImGuiStackSizes::CompareWithContextState(ImGuiContext* ctx)
10445
0
{
10446
0
    ImGuiContext& g = *ctx;
10447
0
    ImGuiWindow* window = g.CurrentWindow;
10448
0
    IM_UNUSED(window);
10449
10450
    // Window stacks
10451
    // NOT checking: DC.ItemWidth, DC.TextWrapPos (per window) to allow user to conveniently push once and not pop (they are cleared on Begin)
10452
0
    IM_ASSERT(SizeOfIDStack         == window->IDStack.Size     && "PushID/PopID or TreeNode/TreePop Mismatch!");
10453
10454
    // Global stacks
10455
    // For color, style and font stacks there is an incentive to use Push/Begin/Pop/.../End patterns, so we relax our checks a little to allow them.
10456
0
    IM_ASSERT(SizeOfGroupStack      == g.GroupStack.Size        && "BeginGroup/EndGroup Mismatch!");
10457
0
    IM_ASSERT(SizeOfBeginPopupStack == g.BeginPopupStack.Size   && "BeginPopup/EndPopup or BeginMenu/EndMenu Mismatch!");
10458
0
    IM_ASSERT(SizeOfDisabledStack   == g.DisabledStackSize      && "BeginDisabled/EndDisabled Mismatch!");
10459
0
    IM_ASSERT(SizeOfItemFlagsStack  >= g.ItemFlagsStack.Size    && "PushItemFlag/PopItemFlag Mismatch!");
10460
0
    IM_ASSERT(SizeOfColorStack      >= g.ColorStack.Size        && "PushStyleColor/PopStyleColor Mismatch!");
10461
0
    IM_ASSERT(SizeOfStyleVarStack   >= g.StyleVarStack.Size     && "PushStyleVar/PopStyleVar Mismatch!");
10462
0
    IM_ASSERT(SizeOfFontStack       >= g.FontStack.Size         && "PushFont/PopFont Mismatch!");
10463
0
    IM_ASSERT(SizeOfFocusScopeStack == g.FocusScopeStack.Size   && "PushFocusScope/PopFocusScope Mismatch!");
10464
0
}
10465
10466
//-----------------------------------------------------------------------------
10467
// [SECTION] ITEM SUBMISSION
10468
//-----------------------------------------------------------------------------
10469
// - KeepAliveID()
10470
// - ItemHandleShortcut() [Internal]
10471
// - ItemAdd()
10472
//-----------------------------------------------------------------------------
10473
10474
// Code not using ItemAdd() may need to call this manually otherwise ActiveId will be cleared. In IMGUI_VERSION_NUM < 18717 this was called by GetID().
10475
void ImGui::KeepAliveID(ImGuiID id)
10476
0
{
10477
0
    ImGuiContext& g = *GImGui;
10478
0
    if (g.ActiveId == id)
10479
0
        g.ActiveIdIsAlive = id;
10480
0
    if (g.ActiveIdPreviousFrame == id)
10481
0
        g.ActiveIdPreviousFrameIsAlive = true;
10482
0
}
10483
10484
static void ItemHandleShortcut(ImGuiID id)
10485
0
{
10486
    // FIXME: Generalize Activation queue?
10487
0
    ImGuiContext& g = *GImGui;
10488
0
    if (ImGui::Shortcut(g.NextItemData.Shortcut, id, ImGuiInputFlags_None) && g.NavActivateId == 0)
10489
0
    {
10490
0
        g.NavActivateId = id; // Will effectively disable clipping.
10491
0
        g.NavActivateFlags = ImGuiActivateFlags_PreferInput | ImGuiActivateFlags_FromShortcut;
10492
0
        if (g.ActiveId == 0 || g.ActiveId == id)
10493
0
            g.NavActivateDownId = g.NavActivatePressedId = id;
10494
0
        ImGui::NavHighlightActivated(id);
10495
0
    }
10496
0
}
10497
10498
// Declare item bounding box for clipping and interaction.
10499
// Note that the size can be different than the one provided to ItemSize(). Typically, widgets that spread over available surface
10500
// declare their minimum size requirement to ItemSize() and provide a larger region to ItemAdd() which is used drawing/interaction.
10501
// THIS IS IN THE PERFORMANCE CRITICAL PATH (UNTIL THE CLIPPING TEST AND EARLY-RETURN)
10502
bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg, ImGuiItemFlags extra_flags)
10503
0
{
10504
0
    ImGuiContext& g = *GImGui;
10505
0
    ImGuiWindow* window = g.CurrentWindow;
10506
10507
    // Set item data
10508
    // (DisplayRect is left untouched, made valid when ImGuiItemStatusFlags_HasDisplayRect is set)
10509
0
    g.LastItemData.ID = id;
10510
0
    g.LastItemData.Rect = bb;
10511
0
    g.LastItemData.NavRect = nav_bb_arg ? *nav_bb_arg : bb;
10512
0
    g.LastItemData.InFlags = g.CurrentItemFlags | g.NextItemData.ItemFlags | extra_flags;
10513
0
    g.LastItemData.StatusFlags = ImGuiItemStatusFlags_None;
10514
    // Note: we don't copy 'g.NextItemData.SelectionUserData' to an hypothetical g.LastItemData.SelectionUserData: since the former is not cleared.
10515
10516
0
    if (id != 0)
10517
0
    {
10518
0
        KeepAliveID(id);
10519
10520
        // Directional navigation processing
10521
        // Runs prior to clipping early-out
10522
        //  (a) So that NavInitRequest can be honored, for newly opened windows to select a default widget
10523
        //  (b) So that we can scroll up/down past clipped items. This adds a small O(N) cost to regular navigation requests
10524
        //      unfortunately, but it is still limited to one window. It may not scale very well for windows with ten of
10525
        //      thousands of item, but at least NavMoveRequest is only set on user interaction, aka maximum once a frame.
10526
        //      We could early out with "if (is_clipped && !g.NavInitRequest) return false;" but when we wouldn't be able
10527
        //      to reach unclipped widgets. This would work if user had explicit scrolling control (e.g. mapped on a stick).
10528
        // We intentionally don't check if g.NavWindow != NULL because g.NavAnyRequest should only be set when it is non null.
10529
        // If we crash on a NULL g.NavWindow we need to fix the bug elsewhere.
10530
0
        if (!(g.LastItemData.InFlags & ImGuiItemFlags_NoNav))
10531
0
        {
10532
            // FIMXE-NAV: investigate changing the window tests into a simple 'if (g.NavFocusScopeId == g.CurrentFocusScopeId)' test.
10533
0
            window->DC.NavLayersActiveMaskNext |= (1 << window->DC.NavLayerCurrent);
10534
0
            if (g.NavId == id || g.NavAnyRequest)
10535
0
                if (g.NavWindow->RootWindowForNav == window->RootWindowForNav)
10536
0
                    if (window == g.NavWindow || ((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened))
10537
0
                        NavProcessItem();
10538
0
        }
10539
10540
0
        if (g.NextItemData.Flags & ImGuiNextItemDataFlags_HasShortcut)
10541
0
            ItemHandleShortcut(id);
10542
0
    }
10543
10544
    // Lightweight clear of SetNextItemXXX data.
10545
0
    g.NextItemData.Flags = ImGuiNextItemDataFlags_None;
10546
0
    g.NextItemData.ItemFlags = ImGuiItemFlags_None;
10547
10548
#ifdef IMGUI_ENABLE_TEST_ENGINE
10549
    if (id != 0)
10550
        IMGUI_TEST_ENGINE_ITEM_ADD(id, g.LastItemData.NavRect, &g.LastItemData);
10551
#endif
10552
10553
    // Clipping test
10554
    // (this is a modified copy of IsClippedEx() so we can reuse the is_rect_visible value)
10555
    //const bool is_clipped = IsClippedEx(bb, id);
10556
    //if (is_clipped)
10557
    //    return false;
10558
    // g.NavActivateId is not necessarily == g.NavId, in the case of remote activation (e.g. shortcuts)
10559
0
    const bool is_rect_visible = bb.Overlaps(window->ClipRect);
10560
0
    if (!is_rect_visible)
10561
0
        if (id == 0 || (id != g.ActiveId && id != g.ActiveIdPreviousFrame && id != g.NavId && id != g.NavActivateId))
10562
0
            if (!g.LogEnabled)
10563
0
                return false;
10564
10565
    // [DEBUG]
10566
0
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
10567
0
    if (id != 0)
10568
0
    {
10569
0
        if (id == g.DebugLocateId)
10570
0
            DebugLocateItemResolveWithLastItem();
10571
10572
        // [DEBUG] People keep stumbling on this problem and using "" as identifier in the root of a window instead of "##something".
10573
        // Empty identifier are valid and useful in a small amount of cases, but 99.9% of the time you want to use "##something".
10574
        // READ THE FAQ: https://dearimgui.com/faq
10575
0
        IM_ASSERT(id != window->ID && "Cannot have an empty ID at the root of a window. If you need an empty label, use ## and read the FAQ about how the ID Stack works!");
10576
0
    }
10577
    //if (g.IO.KeyAlt) window->DrawList->AddRect(bb.Min, bb.Max, IM_COL32(255,255,0,120)); // [DEBUG]
10578
    //if ((g.LastItemData.InFlags & ImGuiItemFlags_NoNav) == 0)
10579
    //    window->DrawList->AddRect(g.LastItemData.NavRect.Min, g.LastItemData.NavRect.Max, IM_COL32(255,255,0,255)); // [DEBUG]
10580
0
#endif
10581
10582
    // We need to calculate this now to take account of the current clipping rectangle (as items like Selectable may change them)
10583
0
    if (is_rect_visible)
10584
0
        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Visible;
10585
0
    if (IsMouseHoveringRect(bb.Min, bb.Max))
10586
0
        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredRect;
10587
0
    return true;
10588
0
}
10589
10590
10591
//-----------------------------------------------------------------------------
10592
// [SECTION] LAYOUT
10593
//-----------------------------------------------------------------------------
10594
// - ItemSize()
10595
// - SameLine()
10596
// - GetCursorScreenPos()
10597
// - SetCursorScreenPos()
10598
// - GetCursorPos(), GetCursorPosX(), GetCursorPosY()
10599
// - SetCursorPos(), SetCursorPosX(), SetCursorPosY()
10600
// - GetCursorStartPos()
10601
// - Indent()
10602
// - Unindent()
10603
// - SetNextItemWidth()
10604
// - PushItemWidth()
10605
// - PushMultiItemsWidths()
10606
// - PopItemWidth()
10607
// - CalcItemWidth()
10608
// - CalcItemSize()
10609
// - GetTextLineHeight()
10610
// - GetTextLineHeightWithSpacing()
10611
// - GetFrameHeight()
10612
// - GetFrameHeightWithSpacing()
10613
// - GetContentRegionMax()
10614
// - GetContentRegionMaxAbs() [Internal]
10615
// - GetContentRegionAvail(),
10616
// - GetWindowContentRegionMin(), GetWindowContentRegionMax()
10617
// - BeginGroup()
10618
// - EndGroup()
10619
// Also see in imgui_widgets: tab bars, and in imgui_tables: tables, columns.
10620
//-----------------------------------------------------------------------------
10621
10622
// Advance cursor given item size for layout.
10623
// Register minimum needed size so it can extend the bounding box used for auto-fit calculation.
10624
// See comments in ItemAdd() about how/why the size provided to ItemSize() vs ItemAdd() may often different.
10625
// THIS IS IN THE PERFORMANCE CRITICAL PATH.
10626
void ImGui::ItemSize(const ImVec2& size, float text_baseline_y)
10627
0
{
10628
0
    ImGuiContext& g = *GImGui;
10629
0
    ImGuiWindow* window = g.CurrentWindow;
10630
0
    if (window->SkipItems)
10631
0
        return;
10632
10633
    // We increase the height in this function to accommodate for baseline offset.
10634
    // In theory we should be offsetting the starting position (window->DC.CursorPos), that will be the topic of a larger refactor,
10635
    // but since ItemSize() is not yet an API that moves the cursor (to handle e.g. wrapping) enlarging the height has the same effect.
10636
0
    const float offset_to_match_baseline_y = (text_baseline_y >= 0) ? ImMax(0.0f, window->DC.CurrLineTextBaseOffset - text_baseline_y) : 0.0f;
10637
10638
0
    const float line_y1 = window->DC.IsSameLine ? window->DC.CursorPosPrevLine.y : window->DC.CursorPos.y;
10639
0
    const float line_height = ImMax(window->DC.CurrLineSize.y, /*ImMax(*/window->DC.CursorPos.y - line_y1/*, 0.0f)*/ + size.y + offset_to_match_baseline_y);
10640
10641
    // Always align ourselves on pixel boundaries
10642
    //if (g.IO.KeyAlt) window->DrawList->AddRect(window->DC.CursorPos, window->DC.CursorPos + ImVec2(size.x, line_height), IM_COL32(255,0,0,200)); // [DEBUG]
10643
0
    window->DC.CursorPosPrevLine.x = window->DC.CursorPos.x + size.x;
10644
0
    window->DC.CursorPosPrevLine.y = line_y1;
10645
0
    window->DC.CursorPos.x = IM_TRUNC(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);    // Next line
10646
0
    window->DC.CursorPos.y = IM_TRUNC(line_y1 + line_height + g.Style.ItemSpacing.y);                       // Next line
10647
0
    window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPosPrevLine.x);
10648
0
    window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y - g.Style.ItemSpacing.y);
10649
    //if (g.IO.KeyAlt) window->DrawList->AddCircle(window->DC.CursorMaxPos, 3.0f, IM_COL32(255,0,0,255), 4); // [DEBUG]
10650
10651
0
    window->DC.PrevLineSize.y = line_height;
10652
0
    window->DC.CurrLineSize.y = 0.0f;
10653
0
    window->DC.PrevLineTextBaseOffset = ImMax(window->DC.CurrLineTextBaseOffset, text_baseline_y);
10654
0
    window->DC.CurrLineTextBaseOffset = 0.0f;
10655
0
    window->DC.IsSameLine = window->DC.IsSetPos = false;
10656
10657
    // Horizontal layout mode
10658
0
    if (window->DC.LayoutType == ImGuiLayoutType_Horizontal)
10659
0
        SameLine();
10660
0
}
10661
10662
// Gets back to previous line and continue with horizontal layout
10663
//      offset_from_start_x == 0 : follow right after previous item
10664
//      offset_from_start_x != 0 : align to specified x position (relative to window/group left)
10665
//      spacing_w < 0            : use default spacing if offset_from_start_x == 0, no spacing if offset_from_start_x != 0
10666
//      spacing_w >= 0           : enforce spacing amount
10667
void ImGui::SameLine(float offset_from_start_x, float spacing_w)
10668
0
{
10669
0
    ImGuiContext& g = *GImGui;
10670
0
    ImGuiWindow* window = g.CurrentWindow;
10671
0
    if (window->SkipItems)
10672
0
        return;
10673
10674
0
    if (offset_from_start_x != 0.0f)
10675
0
    {
10676
0
        if (spacing_w < 0.0f)
10677
0
            spacing_w = 0.0f;
10678
0
        window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + offset_from_start_x + spacing_w + window->DC.GroupOffset.x + window->DC.ColumnsOffset.x;
10679
0
        window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y;
10680
0
    }
10681
0
    else
10682
0
    {
10683
0
        if (spacing_w < 0.0f)
10684
0
            spacing_w = g.Style.ItemSpacing.x;
10685
0
        window->DC.CursorPos.x = window->DC.CursorPosPrevLine.x + spacing_w;
10686
0
        window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y;
10687
0
    }
10688
0
    window->DC.CurrLineSize = window->DC.PrevLineSize;
10689
0
    window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset;
10690
0
    window->DC.IsSameLine = true;
10691
0
}
10692
10693
ImVec2 ImGui::GetCursorScreenPos()
10694
0
{
10695
0
    ImGuiWindow* window = GetCurrentWindowRead();
10696
0
    return window->DC.CursorPos;
10697
0
}
10698
10699
void ImGui::SetCursorScreenPos(const ImVec2& pos)
10700
0
{
10701
0
    ImGuiWindow* window = GetCurrentWindow();
10702
0
    window->DC.CursorPos = pos;
10703
    //window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos);
10704
0
    window->DC.IsSetPos = true;
10705
0
}
10706
10707
// User generally sees positions in window coordinates. Internally we store CursorPos in absolute screen coordinates because it is more convenient.
10708
// Conversion happens as we pass the value to user, but it makes our naming convention confusing because GetCursorPos() == (DC.CursorPos - window.Pos). May want to rename 'DC.CursorPos'.
10709
ImVec2 ImGui::GetCursorPos()
10710
0
{
10711
0
    ImGuiWindow* window = GetCurrentWindowRead();
10712
0
    return window->DC.CursorPos - window->Pos + window->Scroll;
10713
0
}
10714
10715
float ImGui::GetCursorPosX()
10716
0
{
10717
0
    ImGuiWindow* window = GetCurrentWindowRead();
10718
0
    return window->DC.CursorPos.x - window->Pos.x + window->Scroll.x;
10719
0
}
10720
10721
float ImGui::GetCursorPosY()
10722
0
{
10723
0
    ImGuiWindow* window = GetCurrentWindowRead();
10724
0
    return window->DC.CursorPos.y - window->Pos.y + window->Scroll.y;
10725
0
}
10726
10727
void ImGui::SetCursorPos(const ImVec2& local_pos)
10728
0
{
10729
0
    ImGuiWindow* window = GetCurrentWindow();
10730
0
    window->DC.CursorPos = window->Pos - window->Scroll + local_pos;
10731
    //window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos);
10732
0
    window->DC.IsSetPos = true;
10733
0
}
10734
10735
void ImGui::SetCursorPosX(float x)
10736
0
{
10737
0
    ImGuiWindow* window = GetCurrentWindow();
10738
0
    window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + x;
10739
    //window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPos.x);
10740
0
    window->DC.IsSetPos = true;
10741
0
}
10742
10743
void ImGui::SetCursorPosY(float y)
10744
0
{
10745
0
    ImGuiWindow* window = GetCurrentWindow();
10746
0
    window->DC.CursorPos.y = window->Pos.y - window->Scroll.y + y;
10747
    //window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y);
10748
0
    window->DC.IsSetPos = true;
10749
0
}
10750
10751
ImVec2 ImGui::GetCursorStartPos()
10752
0
{
10753
0
    ImGuiWindow* window = GetCurrentWindowRead();
10754
0
    return window->DC.CursorStartPos - window->Pos;
10755
0
}
10756
10757
void ImGui::Indent(float indent_w)
10758
0
{
10759
0
    ImGuiContext& g = *GImGui;
10760
0
    ImGuiWindow* window = GetCurrentWindow();
10761
0
    window->DC.Indent.x += (indent_w != 0.0f) ? indent_w : g.Style.IndentSpacing;
10762
0
    window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x;
10763
0
}
10764
10765
void ImGui::Unindent(float indent_w)
10766
0
{
10767
0
    ImGuiContext& g = *GImGui;
10768
0
    ImGuiWindow* window = GetCurrentWindow();
10769
0
    window->DC.Indent.x -= (indent_w != 0.0f) ? indent_w : g.Style.IndentSpacing;
10770
0
    window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x;
10771
0
}
10772
10773
// Affect large frame+labels widgets only.
10774
void ImGui::SetNextItemWidth(float item_width)
10775
0
{
10776
0
    ImGuiContext& g = *GImGui;
10777
0
    g.NextItemData.Flags |= ImGuiNextItemDataFlags_HasWidth;
10778
0
    g.NextItemData.Width = item_width;
10779
0
}
10780
10781
// FIXME: Remove the == 0.0f behavior?
10782
void ImGui::PushItemWidth(float item_width)
10783
0
{
10784
0
    ImGuiContext& g = *GImGui;
10785
0
    ImGuiWindow* window = g.CurrentWindow;
10786
0
    window->DC.ItemWidthStack.push_back(window->DC.ItemWidth); // Backup current width
10787
0
    window->DC.ItemWidth = (item_width == 0.0f ? window->ItemWidthDefault : item_width);
10788
0
    g.NextItemData.Flags &= ~ImGuiNextItemDataFlags_HasWidth;
10789
0
}
10790
10791
void ImGui::PushMultiItemsWidths(int components, float w_full)
10792
0
{
10793
0
    ImGuiContext& g = *GImGui;
10794
0
    ImGuiWindow* window = g.CurrentWindow;
10795
0
    IM_ASSERT(components > 0);
10796
0
    const ImGuiStyle& style = g.Style;
10797
0
    window->DC.ItemWidthStack.push_back(window->DC.ItemWidth); // Backup current width
10798
0
    float w_items = w_full - style.ItemInnerSpacing.x * (components - 1);
10799
0
    float prev_split = w_items;
10800
0
    for (int i = components - 1; i > 0; i--)
10801
0
    {
10802
0
        float next_split = IM_TRUNC(w_items * i / components);
10803
0
        window->DC.ItemWidthStack.push_back(ImMax(prev_split - next_split, 1.0f));
10804
0
        prev_split = next_split;
10805
0
    }
10806
0
    window->DC.ItemWidth = ImMax(prev_split, 1.0f);
10807
0
    g.NextItemData.Flags &= ~ImGuiNextItemDataFlags_HasWidth;
10808
0
}
10809
10810
void ImGui::PopItemWidth()
10811
0
{
10812
0
    ImGuiWindow* window = GetCurrentWindow();
10813
0
    window->DC.ItemWidth = window->DC.ItemWidthStack.back();
10814
0
    window->DC.ItemWidthStack.pop_back();
10815
0
}
10816
10817
// Calculate default item width given value passed to PushItemWidth() or SetNextItemWidth().
10818
// The SetNextItemWidth() data is generally cleared/consumed by ItemAdd() or NextItemData.ClearFlags()
10819
float ImGui::CalcItemWidth()
10820
0
{
10821
0
    ImGuiContext& g = *GImGui;
10822
0
    ImGuiWindow* window = g.CurrentWindow;
10823
0
    float w;
10824
0
    if (g.NextItemData.Flags & ImGuiNextItemDataFlags_HasWidth)
10825
0
        w = g.NextItemData.Width;
10826
0
    else
10827
0
        w = window->DC.ItemWidth;
10828
0
    if (w < 0.0f)
10829
0
    {
10830
0
        float region_max_x = GetContentRegionMaxAbs().x;
10831
0
        w = ImMax(1.0f, region_max_x - window->DC.CursorPos.x + w);
10832
0
    }
10833
0
    w = IM_TRUNC(w);
10834
0
    return w;
10835
0
}
10836
10837
// [Internal] Calculate full item size given user provided 'size' parameter and default width/height. Default width is often == CalcItemWidth().
10838
// Those two functions CalcItemWidth vs CalcItemSize are awkwardly named because they are not fully symmetrical.
10839
// Note that only CalcItemWidth() is publicly exposed.
10840
// The 4.0f here may be changed to match CalcItemWidth() and/or BeginChild() (right now we have a mismatch which is harmless but undesirable)
10841
ImVec2 ImGui::CalcItemSize(ImVec2 size, float default_w, float default_h)
10842
0
{
10843
0
    ImGuiContext& g = *GImGui;
10844
0
    ImGuiWindow* window = g.CurrentWindow;
10845
10846
0
    ImVec2 region_max;
10847
0
    if (size.x < 0.0f || size.y < 0.0f)
10848
0
        region_max = GetContentRegionMaxAbs();
10849
10850
0
    if (size.x == 0.0f)
10851
0
        size.x = default_w;
10852
0
    else if (size.x < 0.0f)
10853
0
        size.x = ImMax(4.0f, region_max.x - window->DC.CursorPos.x + size.x);
10854
10855
0
    if (size.y == 0.0f)
10856
0
        size.y = default_h;
10857
0
    else if (size.y < 0.0f)
10858
0
        size.y = ImMax(4.0f, region_max.y - window->DC.CursorPos.y + size.y);
10859
10860
0
    return size;
10861
0
}
10862
10863
float ImGui::GetTextLineHeight()
10864
0
{
10865
0
    ImGuiContext& g = *GImGui;
10866
0
    return g.FontSize;
10867
0
}
10868
10869
float ImGui::GetTextLineHeightWithSpacing()
10870
0
{
10871
0
    ImGuiContext& g = *GImGui;
10872
0
    return g.FontSize + g.Style.ItemSpacing.y;
10873
0
}
10874
10875
float ImGui::GetFrameHeight()
10876
0
{
10877
0
    ImGuiContext& g = *GImGui;
10878
0
    return g.FontSize + g.Style.FramePadding.y * 2.0f;
10879
0
}
10880
10881
float ImGui::GetFrameHeightWithSpacing()
10882
0
{
10883
0
    ImGuiContext& g = *GImGui;
10884
0
    return g.FontSize + g.Style.FramePadding.y * 2.0f + g.Style.ItemSpacing.y;
10885
0
}
10886
10887
// FIXME: All the Contents Region function are messy or misleading. WE WILL AIM TO OBSOLETE ALL OF THEM WITH A NEW "WORK RECT" API. Thanks for your patience!
10888
10889
// FIXME: This is in window space (not screen space!).
10890
ImVec2 ImGui::GetContentRegionMax()
10891
0
{
10892
0
    ImGuiContext& g = *GImGui;
10893
0
    ImGuiWindow* window = g.CurrentWindow;
10894
0
    ImVec2 mx = (window->DC.CurrentColumns || g.CurrentTable) ? window->WorkRect.Max : window->ContentRegionRect.Max;
10895
0
    return mx - window->Pos;
10896
0
}
10897
10898
// [Internal] Absolute coordinate. Saner. This is not exposed until we finishing refactoring work rect features.
10899
ImVec2 ImGui::GetContentRegionMaxAbs()
10900
0
{
10901
0
    ImGuiContext& g = *GImGui;
10902
0
    ImGuiWindow* window = g.CurrentWindow;
10903
0
    ImVec2 mx = (window->DC.CurrentColumns || g.CurrentTable) ? window->WorkRect.Max : window->ContentRegionRect.Max;
10904
0
    return mx;
10905
0
}
10906
10907
ImVec2 ImGui::GetContentRegionAvail()
10908
0
{
10909
0
    ImGuiWindow* window = GImGui->CurrentWindow;
10910
0
    return GetContentRegionMaxAbs() - window->DC.CursorPos;
10911
0
}
10912
10913
// In window space (not screen space!)
10914
ImVec2 ImGui::GetWindowContentRegionMin()
10915
0
{
10916
0
    ImGuiWindow* window = GImGui->CurrentWindow;
10917
0
    return window->ContentRegionRect.Min - window->Pos;
10918
0
}
10919
10920
ImVec2 ImGui::GetWindowContentRegionMax()
10921
0
{
10922
0
    ImGuiWindow* window = GImGui->CurrentWindow;
10923
0
    return window->ContentRegionRect.Max - window->Pos;
10924
0
}
10925
10926
// Lock horizontal starting position + capture group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.)
10927
// Groups are currently a mishmash of functionalities which should perhaps be clarified and separated.
10928
// FIXME-OPT: Could we safely early out on ->SkipItems?
10929
void ImGui::BeginGroup()
10930
0
{
10931
0
    ImGuiContext& g = *GImGui;
10932
0
    ImGuiWindow* window = g.CurrentWindow;
10933
10934
0
    g.GroupStack.resize(g.GroupStack.Size + 1);
10935
0
    ImGuiGroupData& group_data = g.GroupStack.back();
10936
0
    group_data.WindowID = window->ID;
10937
0
    group_data.BackupCursorPos = window->DC.CursorPos;
10938
0
    group_data.BackupCursorPosPrevLine = window->DC.CursorPosPrevLine;
10939
0
    group_data.BackupCursorMaxPos = window->DC.CursorMaxPos;
10940
0
    group_data.BackupIndent = window->DC.Indent;
10941
0
    group_data.BackupGroupOffset = window->DC.GroupOffset;
10942
0
    group_data.BackupCurrLineSize = window->DC.CurrLineSize;
10943
0
    group_data.BackupCurrLineTextBaseOffset = window->DC.CurrLineTextBaseOffset;
10944
0
    group_data.BackupActiveIdIsAlive = g.ActiveIdIsAlive;
10945
0
    group_data.BackupHoveredIdIsAlive = g.HoveredId != 0;
10946
0
    group_data.BackupIsSameLine = window->DC.IsSameLine;
10947
0
    group_data.BackupActiveIdPreviousFrameIsAlive = g.ActiveIdPreviousFrameIsAlive;
10948
0
    group_data.EmitItem = true;
10949
10950
0
    window->DC.GroupOffset.x = window->DC.CursorPos.x - window->Pos.x - window->DC.ColumnsOffset.x;
10951
0
    window->DC.Indent = window->DC.GroupOffset;
10952
0
    window->DC.CursorMaxPos = window->DC.CursorPos;
10953
0
    window->DC.CurrLineSize = ImVec2(0.0f, 0.0f);
10954
0
    if (g.LogEnabled)
10955
0
        g.LogLinePosY = -FLT_MAX; // To enforce a carriage return
10956
0
}
10957
10958
void ImGui::EndGroup()
10959
0
{
10960
0
    ImGuiContext& g = *GImGui;
10961
0
    ImGuiWindow* window = g.CurrentWindow;
10962
0
    IM_ASSERT(g.GroupStack.Size > 0); // Mismatched BeginGroup()/EndGroup() calls
10963
10964
0
    ImGuiGroupData& group_data = g.GroupStack.back();
10965
0
    IM_ASSERT(group_data.WindowID == window->ID); // EndGroup() in wrong window?
10966
10967
0
    if (window->DC.IsSetPos)
10968
0
        ErrorCheckUsingSetCursorPosToExtendParentBoundaries();
10969
10970
0
    ImRect group_bb(group_data.BackupCursorPos, ImMax(window->DC.CursorMaxPos, group_data.BackupCursorPos));
10971
10972
0
    window->DC.CursorPos = group_data.BackupCursorPos;
10973
0
    window->DC.CursorPosPrevLine = group_data.BackupCursorPosPrevLine;
10974
0
    window->DC.CursorMaxPos = ImMax(group_data.BackupCursorMaxPos, window->DC.CursorMaxPos);
10975
0
    window->DC.Indent = group_data.BackupIndent;
10976
0
    window->DC.GroupOffset = group_data.BackupGroupOffset;
10977
0
    window->DC.CurrLineSize = group_data.BackupCurrLineSize;
10978
0
    window->DC.CurrLineTextBaseOffset = group_data.BackupCurrLineTextBaseOffset;
10979
0
    window->DC.IsSameLine = group_data.BackupIsSameLine;
10980
0
    if (g.LogEnabled)
10981
0
        g.LogLinePosY = -FLT_MAX; // To enforce a carriage return
10982
10983
0
    if (!group_data.EmitItem)
10984
0
    {
10985
0
        g.GroupStack.pop_back();
10986
0
        return;
10987
0
    }
10988
10989
0
    window->DC.CurrLineTextBaseOffset = ImMax(window->DC.PrevLineTextBaseOffset, group_data.BackupCurrLineTextBaseOffset);      // FIXME: Incorrect, we should grab the base offset from the *first line* of the group but it is hard to obtain now.
10990
0
    ItemSize(group_bb.GetSize());
10991
0
    ItemAdd(group_bb, 0, NULL, ImGuiItemFlags_NoTabStop);
10992
10993
    // If the current ActiveId was declared within the boundary of our group, we copy it to LastItemId so IsItemActive(), IsItemDeactivated() etc. will be functional on the entire group.
10994
    // It would be neater if we replaced window.DC.LastItemId by e.g. 'bool LastItemIsActive', but would put a little more burden on individual widgets.
10995
    // Also if you grep for LastItemId you'll notice it is only used in that context.
10996
    // (The two tests not the same because ActiveIdIsAlive is an ID itself, in order to be able to handle ActiveId being overwritten during the frame.)
10997
0
    const bool group_contains_curr_active_id = (group_data.BackupActiveIdIsAlive != g.ActiveId) && (g.ActiveIdIsAlive == g.ActiveId) && g.ActiveId;
10998
0
    const bool group_contains_prev_active_id = (group_data.BackupActiveIdPreviousFrameIsAlive == false) && (g.ActiveIdPreviousFrameIsAlive == true);
10999
0
    if (group_contains_curr_active_id)
11000
0
        g.LastItemData.ID = g.ActiveId;
11001
0
    else if (group_contains_prev_active_id)
11002
0
        g.LastItemData.ID = g.ActiveIdPreviousFrame;
11003
0
    g.LastItemData.Rect = group_bb;
11004
11005
    // Forward Hovered flag
11006
0
    const bool group_contains_curr_hovered_id = (group_data.BackupHoveredIdIsAlive == false) && g.HoveredId != 0;
11007
0
    if (group_contains_curr_hovered_id)
11008
0
        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow;
11009
11010
    // Forward Edited flag
11011
0
    if (group_contains_curr_active_id && g.ActiveIdHasBeenEditedThisFrame)
11012
0
        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Edited;
11013
11014
    // Forward Deactivated flag
11015
0
    g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HasDeactivated;
11016
0
    if (group_contains_prev_active_id && g.ActiveId != g.ActiveIdPreviousFrame)
11017
0
        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Deactivated;
11018
11019
0
    g.GroupStack.pop_back();
11020
0
    if (g.DebugShowGroupRects)
11021
0
        window->DrawList->AddRect(group_bb.Min, group_bb.Max, IM_COL32(255,0,255,255));   // [Debug]
11022
0
}
11023
11024
11025
//-----------------------------------------------------------------------------
11026
// [SECTION] SCROLLING
11027
//-----------------------------------------------------------------------------
11028
11029
// Helper to snap on edges when aiming at an item very close to the edge,
11030
// So the difference between WindowPadding and ItemSpacing will be in the visible area after scrolling.
11031
// When we refactor the scrolling API this may be configurable with a flag?
11032
// Note that the effect for this won't be visible on X axis with default Style settings as WindowPadding.x == ItemSpacing.x by default.
11033
static float CalcScrollEdgeSnap(float target, float snap_min, float snap_max, float snap_threshold, float center_ratio)
11034
0
{
11035
0
    if (target <= snap_min + snap_threshold)
11036
0
        return ImLerp(snap_min, target, center_ratio);
11037
0
    if (target >= snap_max - snap_threshold)
11038
0
        return ImLerp(target, snap_max, center_ratio);
11039
0
    return target;
11040
0
}
11041
11042
static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window)
11043
0
{
11044
0
    ImVec2 scroll = window->Scroll;
11045
0
    ImVec2 decoration_size(window->DecoOuterSizeX1 + window->DecoInnerSizeX1 + window->DecoOuterSizeX2, window->DecoOuterSizeY1 + window->DecoInnerSizeY1 + window->DecoOuterSizeY2);
11046
0
    for (int axis = 0; axis < 2; axis++)
11047
0
    {
11048
0
        if (window->ScrollTarget[axis] < FLT_MAX)
11049
0
        {
11050
0
            float center_ratio = window->ScrollTargetCenterRatio[axis];
11051
0
            float scroll_target = window->ScrollTarget[axis];
11052
0
            if (window->ScrollTargetEdgeSnapDist[axis] > 0.0f)
11053
0
            {
11054
0
                float snap_min = 0.0f;
11055
0
                float snap_max = window->ScrollMax[axis] + window->SizeFull[axis] - decoration_size[axis];
11056
0
                scroll_target = CalcScrollEdgeSnap(scroll_target, snap_min, snap_max, window->ScrollTargetEdgeSnapDist[axis], center_ratio);
11057
0
            }
11058
0
            scroll[axis] = scroll_target - center_ratio * (window->SizeFull[axis] - decoration_size[axis]);
11059
0
        }
11060
0
        scroll[axis] = IM_ROUND(ImMax(scroll[axis], 0.0f));
11061
0
        if (!window->Collapsed && !window->SkipItems)
11062
0
            scroll[axis] = ImMin(scroll[axis], window->ScrollMax[axis]);
11063
0
    }
11064
0
    return scroll;
11065
0
}
11066
11067
void ImGui::ScrollToItem(ImGuiScrollFlags flags)
11068
0
{
11069
0
    ImGuiContext& g = *GImGui;
11070
0
    ImGuiWindow* window = g.CurrentWindow;
11071
0
    ScrollToRectEx(window, g.LastItemData.NavRect, flags);
11072
0
}
11073
11074
void ImGui::ScrollToRect(ImGuiWindow* window, const ImRect& item_rect, ImGuiScrollFlags flags)
11075
0
{
11076
0
    ScrollToRectEx(window, item_rect, flags);
11077
0
}
11078
11079
// Scroll to keep newly navigated item fully into view
11080
ImVec2 ImGui::ScrollToRectEx(ImGuiWindow* window, const ImRect& item_rect, ImGuiScrollFlags flags)
11081
0
{
11082
0
    ImGuiContext& g = *GImGui;
11083
0
    ImRect scroll_rect(window->InnerRect.Min - ImVec2(1, 1), window->InnerRect.Max + ImVec2(1, 1));
11084
0
    scroll_rect.Min.x = ImMin(scroll_rect.Min.x + window->DecoInnerSizeX1, scroll_rect.Max.x);
11085
0
    scroll_rect.Min.y = ImMin(scroll_rect.Min.y + window->DecoInnerSizeY1, scroll_rect.Max.y);
11086
    //GetForegroundDrawList(window)->AddRect(item_rect.Min, item_rect.Max, IM_COL32(255,0,0,255), 0.0f, 0, 5.0f); // [DEBUG]
11087
    //GetForegroundDrawList(window)->AddRect(scroll_rect.Min, scroll_rect.Max, IM_COL32_WHITE); // [DEBUG]
11088
11089
    // Check that only one behavior is selected per axis
11090
0
    IM_ASSERT((flags & ImGuiScrollFlags_MaskX_) == 0 || ImIsPowerOfTwo(flags & ImGuiScrollFlags_MaskX_));
11091
0
    IM_ASSERT((flags & ImGuiScrollFlags_MaskY_) == 0 || ImIsPowerOfTwo(flags & ImGuiScrollFlags_MaskY_));
11092
11093
    // Defaults
11094
0
    ImGuiScrollFlags in_flags = flags;
11095
0
    if ((flags & ImGuiScrollFlags_MaskX_) == 0 && window->ScrollbarX)
11096
0
        flags |= ImGuiScrollFlags_KeepVisibleEdgeX;
11097
0
    if ((flags & ImGuiScrollFlags_MaskY_) == 0)
11098
0
        flags |= window->Appearing ? ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeY;
11099
11100
0
    const bool fully_visible_x = item_rect.Min.x >= scroll_rect.Min.x && item_rect.Max.x <= scroll_rect.Max.x;
11101
0
    const bool fully_visible_y = item_rect.Min.y >= scroll_rect.Min.y && item_rect.Max.y <= scroll_rect.Max.y;
11102
0
    const bool can_be_fully_visible_x = (item_rect.GetWidth() + g.Style.ItemSpacing.x * 2.0f) <= scroll_rect.GetWidth() || (window->AutoFitFramesX > 0) || (window->Flags & ImGuiWindowFlags_AlwaysAutoResize) != 0;
11103
0
    const bool can_be_fully_visible_y = (item_rect.GetHeight() + g.Style.ItemSpacing.y * 2.0f) <= scroll_rect.GetHeight() || (window->AutoFitFramesY > 0) || (window->Flags & ImGuiWindowFlags_AlwaysAutoResize) != 0;
11104
11105
0
    if ((flags & ImGuiScrollFlags_KeepVisibleEdgeX) && !fully_visible_x)
11106
0
    {
11107
0
        if (item_rect.Min.x < scroll_rect.Min.x || !can_be_fully_visible_x)
11108
0
            SetScrollFromPosX(window, item_rect.Min.x - g.Style.ItemSpacing.x - window->Pos.x, 0.0f);
11109
0
        else if (item_rect.Max.x >= scroll_rect.Max.x)
11110
0
            SetScrollFromPosX(window, item_rect.Max.x + g.Style.ItemSpacing.x - window->Pos.x, 1.0f);
11111
0
    }
11112
0
    else if (((flags & ImGuiScrollFlags_KeepVisibleCenterX) && !fully_visible_x) || (flags & ImGuiScrollFlags_AlwaysCenterX))
11113
0
    {
11114
0
        if (can_be_fully_visible_x)
11115
0
            SetScrollFromPosX(window, ImTrunc((item_rect.Min.x + item_rect.Max.x) * 0.5f) - window->Pos.x, 0.5f);
11116
0
        else
11117
0
            SetScrollFromPosX(window, item_rect.Min.x - window->Pos.x, 0.0f);
11118
0
    }
11119
11120
0
    if ((flags & ImGuiScrollFlags_KeepVisibleEdgeY) && !fully_visible_y)
11121
0
    {
11122
0
        if (item_rect.Min.y < scroll_rect.Min.y || !can_be_fully_visible_y)
11123
0
            SetScrollFromPosY(window, item_rect.Min.y - g.Style.ItemSpacing.y - window->Pos.y, 0.0f);
11124
0
        else if (item_rect.Max.y >= scroll_rect.Max.y)
11125
0
            SetScrollFromPosY(window, item_rect.Max.y + g.Style.ItemSpacing.y - window->Pos.y, 1.0f);
11126
0
    }
11127
0
    else if (((flags & ImGuiScrollFlags_KeepVisibleCenterY) && !fully_visible_y) || (flags & ImGuiScrollFlags_AlwaysCenterY))
11128
0
    {
11129
0
        if (can_be_fully_visible_y)
11130
0
            SetScrollFromPosY(window, ImTrunc((item_rect.Min.y + item_rect.Max.y) * 0.5f) - window->Pos.y, 0.5f);
11131
0
        else
11132
0
            SetScrollFromPosY(window, item_rect.Min.y - window->Pos.y, 0.0f);
11133
0
    }
11134
11135
0
    ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(window);
11136
0
    ImVec2 delta_scroll = next_scroll - window->Scroll;
11137
11138
    // Also scroll parent window to keep us into view if necessary
11139
0
    if (!(flags & ImGuiScrollFlags_NoScrollParent) && (window->Flags & ImGuiWindowFlags_ChildWindow))
11140
0
    {
11141
        // FIXME-SCROLL: May be an option?
11142
0
        if ((in_flags & (ImGuiScrollFlags_AlwaysCenterX | ImGuiScrollFlags_KeepVisibleCenterX)) != 0)
11143
0
            in_flags = (in_flags & ~ImGuiScrollFlags_MaskX_) | ImGuiScrollFlags_KeepVisibleEdgeX;
11144
0
        if ((in_flags & (ImGuiScrollFlags_AlwaysCenterY | ImGuiScrollFlags_KeepVisibleCenterY)) != 0)
11145
0
            in_flags = (in_flags & ~ImGuiScrollFlags_MaskY_) | ImGuiScrollFlags_KeepVisibleEdgeY;
11146
0
        delta_scroll += ScrollToRectEx(window->ParentWindow, ImRect(item_rect.Min - delta_scroll, item_rect.Max - delta_scroll), in_flags);
11147
0
    }
11148
11149
0
    return delta_scroll;
11150
0
}
11151
11152
float ImGui::GetScrollX()
11153
0
{
11154
0
    ImGuiWindow* window = GImGui->CurrentWindow;
11155
0
    return window->Scroll.x;
11156
0
}
11157
11158
float ImGui::GetScrollY()
11159
0
{
11160
0
    ImGuiWindow* window = GImGui->CurrentWindow;
11161
0
    return window->Scroll.y;
11162
0
}
11163
11164
float ImGui::GetScrollMaxX()
11165
0
{
11166
0
    ImGuiWindow* window = GImGui->CurrentWindow;
11167
0
    return window->ScrollMax.x;
11168
0
}
11169
11170
float ImGui::GetScrollMaxY()
11171
0
{
11172
0
    ImGuiWindow* window = GImGui->CurrentWindow;
11173
0
    return window->ScrollMax.y;
11174
0
}
11175
11176
void ImGui::SetScrollX(ImGuiWindow* window, float scroll_x)
11177
0
{
11178
0
    window->ScrollTarget.x = scroll_x;
11179
0
    window->ScrollTargetCenterRatio.x = 0.0f;
11180
0
    window->ScrollTargetEdgeSnapDist.x = 0.0f;
11181
0
}
11182
11183
void ImGui::SetScrollY(ImGuiWindow* window, float scroll_y)
11184
0
{
11185
0
    window->ScrollTarget.y = scroll_y;
11186
0
    window->ScrollTargetCenterRatio.y = 0.0f;
11187
0
    window->ScrollTargetEdgeSnapDist.y = 0.0f;
11188
0
}
11189
11190
void ImGui::SetScrollX(float scroll_x)
11191
0
{
11192
0
    ImGuiContext& g = *GImGui;
11193
0
    SetScrollX(g.CurrentWindow, scroll_x);
11194
0
}
11195
11196
void ImGui::SetScrollY(float scroll_y)
11197
0
{
11198
0
    ImGuiContext& g = *GImGui;
11199
0
    SetScrollY(g.CurrentWindow, scroll_y);
11200
0
}
11201
11202
// Note that a local position will vary depending on initial scroll value,
11203
// This is a little bit confusing so bear with us:
11204
//  - local_pos = (absolution_pos - window->Pos)
11205
//  - So local_x/local_y are 0.0f for a position at the upper-left corner of a window,
11206
//    and generally local_x/local_y are >(padding+decoration) && <(size-padding-decoration) when in the visible area.
11207
//  - They mostly exist because of legacy API.
11208
// Following the rules above, when trying to work with scrolling code, consider that:
11209
//  - SetScrollFromPosY(0.0f) == SetScrollY(0.0f + scroll.y) == has no effect!
11210
//  - SetScrollFromPosY(-scroll.y) == SetScrollY(-scroll.y + scroll.y) == SetScrollY(0.0f) == reset scroll. Of course writing SetScrollY(0.0f) directly then makes more sense
11211
// We store a target position so centering and clamping can occur on the next frame when we are guaranteed to have a known window size
11212
void ImGui::SetScrollFromPosX(ImGuiWindow* window, float local_x, float center_x_ratio)
11213
0
{
11214
0
    IM_ASSERT(center_x_ratio >= 0.0f && center_x_ratio <= 1.0f);
11215
0
    window->ScrollTarget.x = IM_TRUNC(local_x - window->DecoOuterSizeX1 - window->DecoInnerSizeX1 + window->Scroll.x); // Convert local position to scroll offset
11216
0
    window->ScrollTargetCenterRatio.x = center_x_ratio;
11217
0
    window->ScrollTargetEdgeSnapDist.x = 0.0f;
11218
0
}
11219
11220
void ImGui::SetScrollFromPosY(ImGuiWindow* window, float local_y, float center_y_ratio)
11221
0
{
11222
0
    IM_ASSERT(center_y_ratio >= 0.0f && center_y_ratio <= 1.0f);
11223
0
    window->ScrollTarget.y = IM_TRUNC(local_y - window->DecoOuterSizeY1 - window->DecoInnerSizeY1 + window->Scroll.y); // Convert local position to scroll offset
11224
0
    window->ScrollTargetCenterRatio.y = center_y_ratio;
11225
0
    window->ScrollTargetEdgeSnapDist.y = 0.0f;
11226
0
}
11227
11228
void ImGui::SetScrollFromPosX(float local_x, float center_x_ratio)
11229
0
{
11230
0
    ImGuiContext& g = *GImGui;
11231
0
    SetScrollFromPosX(g.CurrentWindow, local_x, center_x_ratio);
11232
0
}
11233
11234
void ImGui::SetScrollFromPosY(float local_y, float center_y_ratio)
11235
0
{
11236
0
    ImGuiContext& g = *GImGui;
11237
0
    SetScrollFromPosY(g.CurrentWindow, local_y, center_y_ratio);
11238
0
}
11239
11240
// center_x_ratio: 0.0f left of last item, 0.5f horizontal center of last item, 1.0f right of last item.
11241
void ImGui::SetScrollHereX(float center_x_ratio)
11242
0
{
11243
0
    ImGuiContext& g = *GImGui;
11244
0
    ImGuiWindow* window = g.CurrentWindow;
11245
0
    float spacing_x = ImMax(window->WindowPadding.x, g.Style.ItemSpacing.x);
11246
0
    float target_pos_x = ImLerp(g.LastItemData.Rect.Min.x - spacing_x, g.LastItemData.Rect.Max.x + spacing_x, center_x_ratio);
11247
0
    SetScrollFromPosX(window, target_pos_x - window->Pos.x, center_x_ratio); // Convert from absolute to local pos
11248
11249
    // Tweak: snap on edges when aiming at an item very close to the edge
11250
0
    window->ScrollTargetEdgeSnapDist.x = ImMax(0.0f, window->WindowPadding.x - spacing_x);
11251
0
}
11252
11253
// center_y_ratio: 0.0f top of last item, 0.5f vertical center of last item, 1.0f bottom of last item.
11254
void ImGui::SetScrollHereY(float center_y_ratio)
11255
0
{
11256
0
    ImGuiContext& g = *GImGui;
11257
0
    ImGuiWindow* window = g.CurrentWindow;
11258
0
    float spacing_y = ImMax(window->WindowPadding.y, g.Style.ItemSpacing.y);
11259
0
    float target_pos_y = ImLerp(window->DC.CursorPosPrevLine.y - spacing_y, window->DC.CursorPosPrevLine.y + window->DC.PrevLineSize.y + spacing_y, center_y_ratio);
11260
0
    SetScrollFromPosY(window, target_pos_y - window->Pos.y, center_y_ratio); // Convert from absolute to local pos
11261
11262
    // Tweak: snap on edges when aiming at an item very close to the edge
11263
0
    window->ScrollTargetEdgeSnapDist.y = ImMax(0.0f, window->WindowPadding.y - spacing_y);
11264
0
}
11265
11266
//-----------------------------------------------------------------------------
11267
// [SECTION] TOOLTIPS
11268
//-----------------------------------------------------------------------------
11269
11270
bool ImGui::BeginTooltip()
11271
0
{
11272
0
    return BeginTooltipEx(ImGuiTooltipFlags_None, ImGuiWindowFlags_None);
11273
0
}
11274
11275
bool ImGui::BeginItemTooltip()
11276
0
{
11277
0
    if (!IsItemHovered(ImGuiHoveredFlags_ForTooltip))
11278
0
        return false;
11279
0
    return BeginTooltipEx(ImGuiTooltipFlags_None, ImGuiWindowFlags_None);
11280
0
}
11281
11282
bool ImGui::BeginTooltipEx(ImGuiTooltipFlags tooltip_flags, ImGuiWindowFlags extra_window_flags)
11283
0
{
11284
0
    ImGuiContext& g = *GImGui;
11285
11286
0
    if (g.DragDropWithinSource || g.DragDropWithinTarget)
11287
0
    {
11288
        // Drag and Drop tooltips are positioning differently than other tooltips:
11289
        // - offset visibility to increase visibility around mouse.
11290
        // - never clamp within outer viewport boundary.
11291
        // We call SetNextWindowPos() to enforce position and disable clamping.
11292
        // See FindBestWindowPosForPopup() for positionning logic of other tooltips (not drag and drop ones).
11293
        //ImVec2 tooltip_pos = g.IO.MousePos - g.ActiveIdClickOffset - g.Style.WindowPadding;
11294
0
        ImVec2 tooltip_pos = g.IO.MousePos + TOOLTIP_DEFAULT_OFFSET * g.Style.MouseCursorScale;
11295
0
        SetNextWindowPos(tooltip_pos);
11296
0
        SetNextWindowBgAlpha(g.Style.Colors[ImGuiCol_PopupBg].w * 0.60f);
11297
        //PushStyleVar(ImGuiStyleVar_Alpha, g.Style.Alpha * 0.60f); // This would be nice but e.g ColorButton with checkboard has issue with transparent colors :(
11298
0
        tooltip_flags |= ImGuiTooltipFlags_OverridePrevious;
11299
0
    }
11300
11301
0
    char window_name[16];
11302
0
    ImFormatString(window_name, IM_ARRAYSIZE(window_name), "##Tooltip_%02d", g.TooltipOverrideCount);
11303
0
    if (tooltip_flags & ImGuiTooltipFlags_OverridePrevious)
11304
0
        if (ImGuiWindow* window = FindWindowByName(window_name))
11305
0
            if (window->Active)
11306
0
            {
11307
                // Hide previous tooltip from being displayed. We can't easily "reset" the content of a window so we create a new one.
11308
0
                SetWindowHiddenAndSkipItemsForCurrentFrame(window);
11309
0
                ImFormatString(window_name, IM_ARRAYSIZE(window_name), "##Tooltip_%02d", ++g.TooltipOverrideCount);
11310
0
            }
11311
0
    ImGuiWindowFlags flags = ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoDocking;
11312
0
    Begin(window_name, NULL, flags | extra_window_flags);
11313
    // 2023-03-09: Added bool return value to the API, but currently always returning true.
11314
    // If this ever returns false we need to update BeginDragDropSource() accordingly.
11315
    //if (!ret)
11316
    //    End();
11317
    //return ret;
11318
0
    return true;
11319
0
}
11320
11321
void ImGui::EndTooltip()
11322
0
{
11323
0
    IM_ASSERT(GetCurrentWindowRead()->Flags & ImGuiWindowFlags_Tooltip);   // Mismatched BeginTooltip()/EndTooltip() calls
11324
0
    End();
11325
0
}
11326
11327
void ImGui::SetTooltip(const char* fmt, ...)
11328
0
{
11329
0
    va_list args;
11330
0
    va_start(args, fmt);
11331
0
    SetTooltipV(fmt, args);
11332
0
    va_end(args);
11333
0
}
11334
11335
void ImGui::SetTooltipV(const char* fmt, va_list args)
11336
0
{
11337
0
    if (!BeginTooltipEx(ImGuiTooltipFlags_OverridePrevious, ImGuiWindowFlags_None))
11338
0
        return;
11339
0
    TextV(fmt, args);
11340
0
    EndTooltip();
11341
0
}
11342
11343
// Shortcut to use 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav'.
11344
// Defaults to == ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort when using the mouse.
11345
void ImGui::SetItemTooltip(const char* fmt, ...)
11346
0
{
11347
0
    va_list args;
11348
0
    va_start(args, fmt);
11349
0
    if (IsItemHovered(ImGuiHoveredFlags_ForTooltip))
11350
0
        SetTooltipV(fmt, args);
11351
0
    va_end(args);
11352
0
}
11353
11354
void ImGui::SetItemTooltipV(const char* fmt, va_list args)
11355
0
{
11356
0
    if (IsItemHovered(ImGuiHoveredFlags_ForTooltip))
11357
0
        SetTooltipV(fmt, args);
11358
0
}
11359
11360
11361
//-----------------------------------------------------------------------------
11362
// [SECTION] POPUPS
11363
//-----------------------------------------------------------------------------
11364
11365
// Supported flags: ImGuiPopupFlags_AnyPopupId, ImGuiPopupFlags_AnyPopupLevel
11366
bool ImGui::IsPopupOpen(ImGuiID id, ImGuiPopupFlags popup_flags)
11367
0
{
11368
0
    ImGuiContext& g = *GImGui;
11369
0
    if (popup_flags & ImGuiPopupFlags_AnyPopupId)
11370
0
    {
11371
        // Return true if any popup is open at the current BeginPopup() level of the popup stack
11372
        // This may be used to e.g. test for another popups already opened to handle popups priorities at the same level.
11373
0
        IM_ASSERT(id == 0);
11374
0
        if (popup_flags & ImGuiPopupFlags_AnyPopupLevel)
11375
0
            return g.OpenPopupStack.Size > 0;
11376
0
        else
11377
0
            return g.OpenPopupStack.Size > g.BeginPopupStack.Size;
11378
0
    }
11379
0
    else
11380
0
    {
11381
0
        if (popup_flags & ImGuiPopupFlags_AnyPopupLevel)
11382
0
        {
11383
            // Return true if the popup is open anywhere in the popup stack
11384
0
            for (ImGuiPopupData& popup_data : g.OpenPopupStack)
11385
0
                if (popup_data.PopupId == id)
11386
0
                    return true;
11387
0
            return false;
11388
0
        }
11389
0
        else
11390
0
        {
11391
            // Return true if the popup is open at the current BeginPopup() level of the popup stack (this is the most-common query)
11392
0
            return g.OpenPopupStack.Size > g.BeginPopupStack.Size && g.OpenPopupStack[g.BeginPopupStack.Size].PopupId == id;
11393
0
        }
11394
0
    }
11395
0
}
11396
11397
bool ImGui::IsPopupOpen(const char* str_id, ImGuiPopupFlags popup_flags)
11398
0
{
11399
0
    ImGuiContext& g = *GImGui;
11400
0
    ImGuiID id = (popup_flags & ImGuiPopupFlags_AnyPopupId) ? 0 : g.CurrentWindow->GetID(str_id);
11401
0
    if ((popup_flags & ImGuiPopupFlags_AnyPopupLevel) && id != 0)
11402
0
        IM_ASSERT(0 && "Cannot use IsPopupOpen() with a string id and ImGuiPopupFlags_AnyPopupLevel."); // But non-string version is legal and used internally
11403
0
    return IsPopupOpen(id, popup_flags);
11404
0
}
11405
11406
// Also see FindBlockingModal(NULL)
11407
ImGuiWindow* ImGui::GetTopMostPopupModal()
11408
0
{
11409
0
    ImGuiContext& g = *GImGui;
11410
0
    for (int n = g.OpenPopupStack.Size - 1; n >= 0; n--)
11411
0
        if (ImGuiWindow* popup = g.OpenPopupStack.Data[n].Window)
11412
0
            if (popup->Flags & ImGuiWindowFlags_Modal)
11413
0
                return popup;
11414
0
    return NULL;
11415
0
}
11416
11417
// See Demo->Stacked Modal to confirm what this is for.
11418
ImGuiWindow* ImGui::GetTopMostAndVisiblePopupModal()
11419
0
{
11420
0
    ImGuiContext& g = *GImGui;
11421
0
    for (int n = g.OpenPopupStack.Size - 1; n >= 0; n--)
11422
0
        if (ImGuiWindow* popup = g.OpenPopupStack.Data[n].Window)
11423
0
            if ((popup->Flags & ImGuiWindowFlags_Modal) && IsWindowActiveAndVisible(popup))
11424
0
                return popup;
11425
0
    return NULL;
11426
0
}
11427
11428
void ImGui::OpenPopup(const char* str_id, ImGuiPopupFlags popup_flags)
11429
0
{
11430
0
    ImGuiContext& g = *GImGui;
11431
0
    ImGuiID id = g.CurrentWindow->GetID(str_id);
11432
0
    IMGUI_DEBUG_LOG_POPUP("[popup] OpenPopup(\"%s\" -> 0x%08X)\n", str_id, id);
11433
0
    OpenPopupEx(id, popup_flags);
11434
0
}
11435
11436
void ImGui::OpenPopup(ImGuiID id, ImGuiPopupFlags popup_flags)
11437
0
{
11438
0
    OpenPopupEx(id, popup_flags);
11439
0
}
11440
11441
// Mark popup as open (toggle toward open state).
11442
// Popups are closed when user click outside, or activate a pressable item, or CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block.
11443
// Popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level).
11444
// One open popup per level of the popup hierarchy (NB: when assigning we reset the Window member of ImGuiPopupRef to NULL)
11445
void ImGui::OpenPopupEx(ImGuiID id, ImGuiPopupFlags popup_flags)
11446
0
{
11447
0
    ImGuiContext& g = *GImGui;
11448
0
    ImGuiWindow* parent_window = g.CurrentWindow;
11449
0
    const int current_stack_size = g.BeginPopupStack.Size;
11450
11451
0
    if (popup_flags & ImGuiPopupFlags_NoOpenOverExistingPopup)
11452
0
        if (IsPopupOpen((ImGuiID)0, ImGuiPopupFlags_AnyPopupId))
11453
0
            return;
11454
11455
0
    ImGuiPopupData popup_ref; // Tagged as new ref as Window will be set back to NULL if we write this into OpenPopupStack.
11456
0
    popup_ref.PopupId = id;
11457
0
    popup_ref.Window = NULL;
11458
0
    popup_ref.RestoreNavWindow = g.NavWindow;           // When popup closes focus may be restored to NavWindow (depend on window type).
11459
0
    popup_ref.OpenFrameCount = g.FrameCount;
11460
0
    popup_ref.OpenParentId = parent_window->IDStack.back();
11461
0
    popup_ref.OpenPopupPos = NavCalcPreferredRefPos();
11462
0
    popup_ref.OpenMousePos = IsMousePosValid(&g.IO.MousePos) ? g.IO.MousePos : popup_ref.OpenPopupPos;
11463
11464
0
    IMGUI_DEBUG_LOG_POPUP("[popup] OpenPopupEx(0x%08X)\n", id);
11465
0
    if (g.OpenPopupStack.Size < current_stack_size + 1)
11466
0
    {
11467
0
        g.OpenPopupStack.push_back(popup_ref);
11468
0
    }
11469
0
    else
11470
0
    {
11471
        // Gently handle the user mistakenly calling OpenPopup() every frames: it is likely a programming mistake!
11472
        // However, if we were to run the regular code path, the ui would become completely unusable because the popup will always be
11473
        // in hidden-while-calculating-size state _while_ claiming focus. Which is extremely confusing situation for the programmer.
11474
        // Instead, for successive frames calls to OpenPopup(), we silently avoid reopening even if ImGuiPopupFlags_NoReopen is not specified.
11475
0
        bool keep_existing = false;
11476
0
        if (g.OpenPopupStack[current_stack_size].PopupId == id)
11477
0
            if ((g.OpenPopupStack[current_stack_size].OpenFrameCount == g.FrameCount - 1) || (popup_flags & ImGuiPopupFlags_NoReopen))
11478
0
                keep_existing = true;
11479
0
        if (keep_existing)
11480
0
        {
11481
            // No reopen
11482
0
            g.OpenPopupStack[current_stack_size].OpenFrameCount = popup_ref.OpenFrameCount;
11483
0
        }
11484
0
        else
11485
0
        {
11486
            // Reopen: close child popups if any, then flag popup for open/reopen (set position, focus, init navigation)
11487
0
            ClosePopupToLevel(current_stack_size, true);
11488
0
            g.OpenPopupStack.push_back(popup_ref);
11489
0
        }
11490
11491
        // When reopening a popup we first refocus its parent, otherwise if its parent is itself a popup it would get closed by ClosePopupsOverWindow().
11492
        // This is equivalent to what ClosePopupToLevel() does.
11493
        //if (g.OpenPopupStack[current_stack_size].PopupId == id)
11494
        //    FocusWindow(parent_window);
11495
0
    }
11496
0
}
11497
11498
// When popups are stacked, clicking on a lower level popups puts focus back to it and close popups above it.
11499
// This function closes any popups that are over 'ref_window'.
11500
void ImGui::ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to_window_under_popup)
11501
0
{
11502
0
    ImGuiContext& g = *GImGui;
11503
0
    if (g.OpenPopupStack.Size == 0)
11504
0
        return;
11505
11506
    // Don't close our own child popup windows.
11507
    //IMGUI_DEBUG_LOG_POPUP("[popup] ClosePopupsOverWindow(\"%s\") restore_under=%d\n", ref_window ? ref_window->Name : "<NULL>", restore_focus_to_window_under_popup);
11508
0
    int popup_count_to_keep = 0;
11509
0
    if (ref_window)
11510
0
    {
11511
        // Find the highest popup which is a descendant of the reference window (generally reference window = NavWindow)
11512
0
        for (; popup_count_to_keep < g.OpenPopupStack.Size; popup_count_to_keep++)
11513
0
        {
11514
0
            ImGuiPopupData& popup = g.OpenPopupStack[popup_count_to_keep];
11515
0
            if (!popup.Window)
11516
0
                continue;
11517
0
            IM_ASSERT((popup.Window->Flags & ImGuiWindowFlags_Popup) != 0);
11518
11519
            // Trim the stack unless the popup is a direct parent of the reference window (the reference window is often the NavWindow)
11520
            // - Clicking/Focusing Window2 won't close Popup1:
11521
            //     Window -> Popup1 -> Window2(Ref)
11522
            // - Clicking/focusing Popup1 will close Popup2 and Popup3:
11523
            //     Window -> Popup1(Ref) -> Popup2 -> Popup3
11524
            // - Each popups may contain child windows, which is why we compare ->RootWindowDockTree!
11525
            //     Window -> Popup1 -> Popup1_Child -> Popup2 -> Popup2_Child
11526
            // We step through every popup from bottom to top to validate their position relative to reference window.
11527
0
            bool ref_window_is_descendent_of_popup = false;
11528
0
            for (int n = popup_count_to_keep; n < g.OpenPopupStack.Size; n++)
11529
0
                if (ImGuiWindow* popup_window = g.OpenPopupStack[n].Window)
11530
                    //if (popup_window->RootWindowDockTree == ref_window->RootWindowDockTree) // FIXME-MERGE
11531
0
                    if (IsWindowWithinBeginStackOf(ref_window, popup_window))
11532
0
                    {
11533
0
                        ref_window_is_descendent_of_popup = true;
11534
0
                        break;
11535
0
                    }
11536
0
            if (!ref_window_is_descendent_of_popup)
11537
0
                break;
11538
0
        }
11539
0
    }
11540
0
    if (popup_count_to_keep < g.OpenPopupStack.Size) // This test is not required but it allows to set a convenient breakpoint on the statement below
11541
0
    {
11542
0
        IMGUI_DEBUG_LOG_POPUP("[popup] ClosePopupsOverWindow(\"%s\")\n", ref_window ? ref_window->Name : "<NULL>");
11543
0
        ClosePopupToLevel(popup_count_to_keep, restore_focus_to_window_under_popup);
11544
0
    }
11545
0
}
11546
11547
void ImGui::ClosePopupsExceptModals()
11548
0
{
11549
0
    ImGuiContext& g = *GImGui;
11550
11551
0
    int popup_count_to_keep;
11552
0
    for (popup_count_to_keep = g.OpenPopupStack.Size; popup_count_to_keep > 0; popup_count_to_keep--)
11553
0
    {
11554
0
        ImGuiWindow* window = g.OpenPopupStack[popup_count_to_keep - 1].Window;
11555
0
        if (!window || (window->Flags & ImGuiWindowFlags_Modal))
11556
0
            break;
11557
0
    }
11558
0
    if (popup_count_to_keep < g.OpenPopupStack.Size) // This test is not required but it allows to set a convenient breakpoint on the statement below
11559
0
        ClosePopupToLevel(popup_count_to_keep, true);
11560
0
}
11561
11562
void ImGui::ClosePopupToLevel(int remaining, bool restore_focus_to_window_under_popup)
11563
0
{
11564
0
    ImGuiContext& g = *GImGui;
11565
0
    IMGUI_DEBUG_LOG_POPUP("[popup] ClosePopupToLevel(%d), restore_under=%d\n", remaining, restore_focus_to_window_under_popup);
11566
0
    IM_ASSERT(remaining >= 0 && remaining < g.OpenPopupStack.Size);
11567
11568
    // Trim open popup stack
11569
0
    ImGuiPopupData prev_popup = g.OpenPopupStack[remaining];
11570
0
    g.OpenPopupStack.resize(remaining);
11571
11572
    // Restore focus (unless popup window was not yet submitted, and didn't have a chance to take focus anyhow. See #7325 for an edge case)
11573
0
    if (restore_focus_to_window_under_popup && prev_popup.Window)
11574
0
    {
11575
0
        ImGuiWindow* popup_window = prev_popup.Window;
11576
0
        ImGuiWindow* focus_window = (popup_window->Flags & ImGuiWindowFlags_ChildMenu) ? popup_window->ParentWindow : prev_popup.RestoreNavWindow;
11577
0
        if (focus_window && !focus_window->WasActive)
11578
0
            FocusTopMostWindowUnderOne(popup_window, NULL, NULL, ImGuiFocusRequestFlags_RestoreFocusedChild); // Fallback
11579
0
        else
11580
0
            FocusWindow(focus_window, (g.NavLayer == ImGuiNavLayer_Main) ? ImGuiFocusRequestFlags_RestoreFocusedChild : ImGuiFocusRequestFlags_None);
11581
0
    }
11582
0
}
11583
11584
// Close the popup we have begin-ed into.
11585
void ImGui::CloseCurrentPopup()
11586
0
{
11587
0
    ImGuiContext& g = *GImGui;
11588
0
    int popup_idx = g.BeginPopupStack.Size - 1;
11589
0
    if (popup_idx < 0 || popup_idx >= g.OpenPopupStack.Size || g.BeginPopupStack[popup_idx].PopupId != g.OpenPopupStack[popup_idx].PopupId)
11590
0
        return;
11591
11592
    // Closing a menu closes its top-most parent popup (unless a modal)
11593
0
    while (popup_idx > 0)
11594
0
    {
11595
0
        ImGuiWindow* popup_window = g.OpenPopupStack[popup_idx].Window;
11596
0
        ImGuiWindow* parent_popup_window = g.OpenPopupStack[popup_idx - 1].Window;
11597
0
        bool close_parent = false;
11598
0
        if (popup_window && (popup_window->Flags & ImGuiWindowFlags_ChildMenu))
11599
0
            if (parent_popup_window && !(parent_popup_window->Flags & ImGuiWindowFlags_MenuBar))
11600
0
                close_parent = true;
11601
0
        if (!close_parent)
11602
0
            break;
11603
0
        popup_idx--;
11604
0
    }
11605
0
    IMGUI_DEBUG_LOG_POPUP("[popup] CloseCurrentPopup %d -> %d\n", g.BeginPopupStack.Size - 1, popup_idx);
11606
0
    ClosePopupToLevel(popup_idx, true);
11607
11608
    // A common pattern is to close a popup when selecting a menu item/selectable that will open another window.
11609
    // To improve this usage pattern, we avoid nav highlight for a single frame in the parent window.
11610
    // Similarly, we could avoid mouse hover highlight in this window but it is less visually problematic.
11611
0
    if (ImGuiWindow* window = g.NavWindow)
11612
0
        window->DC.NavHideHighlightOneFrame = true;
11613
0
}
11614
11615
// Attention! BeginPopup() adds default flags which BeginPopupEx()!
11616
bool ImGui::BeginPopupEx(ImGuiID id, ImGuiWindowFlags flags)
11617
0
{
11618
0
    ImGuiContext& g = *GImGui;
11619
0
    if (!IsPopupOpen(id, ImGuiPopupFlags_None))
11620
0
    {
11621
0
        g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values
11622
0
        return false;
11623
0
    }
11624
11625
0
    char name[20];
11626
0
    if (flags & ImGuiWindowFlags_ChildMenu)
11627
0
        ImFormatString(name, IM_ARRAYSIZE(name), "##Menu_%02d", g.BeginMenuDepth); // Recycle windows based on depth
11628
0
    else
11629
0
        ImFormatString(name, IM_ARRAYSIZE(name), "##Popup_%08x", id); // Not recycling, so we can close/open during the same frame
11630
11631
0
    flags |= ImGuiWindowFlags_Popup | ImGuiWindowFlags_NoDocking;
11632
0
    bool is_open = Begin(name, NULL, flags);
11633
0
    if (!is_open) // NB: Begin can return false when the popup is completely clipped (e.g. zero size display)
11634
0
        EndPopup();
11635
11636
    //g.CurrentWindow->FocusRouteParentWindow = g.CurrentWindow->ParentWindowInBeginStack;
11637
11638
0
    return is_open;
11639
0
}
11640
11641
bool ImGui::BeginPopup(const char* str_id, ImGuiWindowFlags flags)
11642
0
{
11643
0
    ImGuiContext& g = *GImGui;
11644
0
    if (g.OpenPopupStack.Size <= g.BeginPopupStack.Size) // Early out for performance
11645
0
    {
11646
0
        g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values
11647
0
        return false;
11648
0
    }
11649
0
    flags |= ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings;
11650
0
    ImGuiID id = g.CurrentWindow->GetID(str_id);
11651
0
    return BeginPopupEx(id, flags);
11652
0
}
11653
11654
// If 'p_open' is specified for a modal popup window, the popup will have a regular close button which will close the popup.
11655
// Note that popup visibility status is owned by Dear ImGui (and manipulated with e.g. OpenPopup).
11656
// - *p_open set back to false in BeginPopupModal() when popup is not open.
11657
// - if you set *p_open to false before calling BeginPopupModal(), it will close the popup.
11658
bool ImGui::BeginPopupModal(const char* name, bool* p_open, ImGuiWindowFlags flags)
11659
0
{
11660
0
    ImGuiContext& g = *GImGui;
11661
0
    ImGuiWindow* window = g.CurrentWindow;
11662
0
    const ImGuiID id = window->GetID(name);
11663
0
    if (!IsPopupOpen(id, ImGuiPopupFlags_None))
11664
0
    {
11665
0
        g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values
11666
0
        if (p_open && *p_open)
11667
0
            *p_open = false;
11668
0
        return false;
11669
0
    }
11670
11671
    // Center modal windows by default for increased visibility
11672
    // (this won't really last as settings will kick in, and is mostly for backward compatibility. user may do the same themselves)
11673
    // FIXME: Should test for (PosCond & window->SetWindowPosAllowFlags) with the upcoming window.
11674
0
    if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) == 0)
11675
0
    {
11676
0
        const ImGuiViewport* viewport = window->WasActive ? window->Viewport : GetMainViewport(); // FIXME-VIEWPORT: What may be our reference viewport?
11677
0
        SetNextWindowPos(viewport->GetCenter(), ImGuiCond_FirstUseEver, ImVec2(0.5f, 0.5f));
11678
0
    }
11679
11680
0
    flags |= ImGuiWindowFlags_Popup | ImGuiWindowFlags_Modal | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoDocking;
11681
0
    const bool is_open = Begin(name, p_open, flags);
11682
0
    if (!is_open || (p_open && !*p_open)) // NB: is_open can be 'false' when the popup is completely clipped (e.g. zero size display)
11683
0
    {
11684
0
        EndPopup();
11685
0
        if (is_open)
11686
0
            ClosePopupToLevel(g.BeginPopupStack.Size, true);
11687
0
        return false;
11688
0
    }
11689
0
    return is_open;
11690
0
}
11691
11692
void ImGui::EndPopup()
11693
0
{
11694
0
    ImGuiContext& g = *GImGui;
11695
0
    ImGuiWindow* window = g.CurrentWindow;
11696
0
    IM_ASSERT(window->Flags & ImGuiWindowFlags_Popup);  // Mismatched BeginPopup()/EndPopup() calls
11697
0
    IM_ASSERT(g.BeginPopupStack.Size > 0);
11698
11699
    // Make all menus and popups wrap around for now, may need to expose that policy (e.g. focus scope could include wrap/loop policy flags used by new move requests)
11700
0
    if (g.NavWindow == window)
11701
0
        NavMoveRequestTryWrapping(window, ImGuiNavMoveFlags_LoopY);
11702
11703
    // Child-popups don't need to be laid out
11704
0
    IM_ASSERT(g.WithinEndChild == false);
11705
0
    if (window->Flags & ImGuiWindowFlags_ChildWindow)
11706
0
        g.WithinEndChild = true;
11707
0
    End();
11708
0
    g.WithinEndChild = false;
11709
0
}
11710
11711
// Helper to open a popup if mouse button is released over the item
11712
// - This is essentially the same as BeginPopupContextItem() but without the trailing BeginPopup()
11713
void ImGui::OpenPopupOnItemClick(const char* str_id, ImGuiPopupFlags popup_flags)
11714
0
{
11715
0
    ImGuiContext& g = *GImGui;
11716
0
    ImGuiWindow* window = g.CurrentWindow;
11717
0
    int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_);
11718
0
    if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup))
11719
0
    {
11720
0
        ImGuiID id = str_id ? window->GetID(str_id) : g.LastItemData.ID;    // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict!
11721
0
        IM_ASSERT(id != 0);                                             // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item)
11722
0
        OpenPopupEx(id, popup_flags);
11723
0
    }
11724
0
}
11725
11726
// This is a helper to handle the simplest case of associating one named popup to one given widget.
11727
// - To create a popup associated to the last item, you generally want to pass a NULL value to str_id.
11728
// - To create a popup with a specific identifier, pass it in str_id.
11729
//    - This is useful when using using BeginPopupContextItem() on an item which doesn't have an identifier, e.g. a Text() call.
11730
//    - This is useful when multiple code locations may want to manipulate/open the same popup, given an explicit id.
11731
// - You may want to handle the whole on user side if you have specific needs (e.g. tweaking IsItemHovered() parameters).
11732
//   This is essentially the same as:
11733
//       id = str_id ? GetID(str_id) : GetItemID();
11734
//       OpenPopupOnItemClick(str_id, ImGuiPopupFlags_MouseButtonRight);
11735
//       return BeginPopup(id);
11736
//   Which is essentially the same as:
11737
//       id = str_id ? GetID(str_id) : GetItemID();
11738
//       if (IsItemHovered() && IsMouseReleased(ImGuiMouseButton_Right))
11739
//           OpenPopup(id);
11740
//       return BeginPopup(id);
11741
//   The main difference being that this is tweaked to avoid computing the ID twice.
11742
bool ImGui::BeginPopupContextItem(const char* str_id, ImGuiPopupFlags popup_flags)
11743
0
{
11744
0
    ImGuiContext& g = *GImGui;
11745
0
    ImGuiWindow* window = g.CurrentWindow;
11746
0
    if (window->SkipItems)
11747
0
        return false;
11748
0
    ImGuiID id = str_id ? window->GetID(str_id) : g.LastItemData.ID;    // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict!
11749
0
    IM_ASSERT(id != 0);                                             // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item)
11750
0
    int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_);
11751
0
    if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup))
11752
0
        OpenPopupEx(id, popup_flags);
11753
0
    return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings);
11754
0
}
11755
11756
bool ImGui::BeginPopupContextWindow(const char* str_id, ImGuiPopupFlags popup_flags)
11757
0
{
11758
0
    ImGuiContext& g = *GImGui;
11759
0
    ImGuiWindow* window = g.CurrentWindow;
11760
0
    if (!str_id)
11761
0
        str_id = "window_context";
11762
0
    ImGuiID id = window->GetID(str_id);
11763
0
    int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_);
11764
0
    if (IsMouseReleased(mouse_button) && IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup))
11765
0
        if (!(popup_flags & ImGuiPopupFlags_NoOpenOverItems) || !IsAnyItemHovered())
11766
0
            OpenPopupEx(id, popup_flags);
11767
0
    return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings);
11768
0
}
11769
11770
bool ImGui::BeginPopupContextVoid(const char* str_id, ImGuiPopupFlags popup_flags)
11771
0
{
11772
0
    ImGuiContext& g = *GImGui;
11773
0
    ImGuiWindow* window = g.CurrentWindow;
11774
0
    if (!str_id)
11775
0
        str_id = "void_context";
11776
0
    ImGuiID id = window->GetID(str_id);
11777
0
    int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_);
11778
0
    if (IsMouseReleased(mouse_button) && !IsWindowHovered(ImGuiHoveredFlags_AnyWindow))
11779
0
        if (GetTopMostPopupModal() == NULL)
11780
0
            OpenPopupEx(id, popup_flags);
11781
0
    return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings);
11782
0
}
11783
11784
// r_avoid = the rectangle to avoid (e.g. for tooltip it is a rectangle around the mouse cursor which we want to avoid. for popups it's a small point around the cursor.)
11785
// r_outer = the visible area rectangle, minus safe area padding. If our popup size won't fit because of safe area padding we ignore it.
11786
// (r_outer is usually equivalent to the viewport rectangle minus padding, but when multi-viewports are enabled and monitor
11787
//  information are available, it may represent the entire platform monitor from the frame of reference of the current viewport.
11788
//  this allows us to have tooltips/popups displayed out of the parent viewport.)
11789
ImVec2 ImGui::FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_outer, const ImRect& r_avoid, ImGuiPopupPositionPolicy policy)
11790
0
{
11791
0
    ImVec2 base_pos_clamped = ImClamp(ref_pos, r_outer.Min, r_outer.Max - size);
11792
    //GetForegroundDrawList()->AddRect(r_avoid.Min, r_avoid.Max, IM_COL32(255,0,0,255));
11793
    //GetForegroundDrawList()->AddRect(r_outer.Min, r_outer.Max, IM_COL32(0,255,0,255));
11794
11795
    // Combo Box policy (we want a connecting edge)
11796
0
    if (policy == ImGuiPopupPositionPolicy_ComboBox)
11797
0
    {
11798
0
        const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Down, ImGuiDir_Right, ImGuiDir_Left, ImGuiDir_Up };
11799
0
        for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++)
11800
0
        {
11801
0
            const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n];
11802
0
            if (n != -1 && dir == *last_dir) // Already tried this direction?
11803
0
                continue;
11804
0
            ImVec2 pos;
11805
0
            if (dir == ImGuiDir_Down)  pos = ImVec2(r_avoid.Min.x, r_avoid.Max.y);          // Below, Toward Right (default)
11806
0
            if (dir == ImGuiDir_Right) pos = ImVec2(r_avoid.Min.x, r_avoid.Min.y - size.y); // Above, Toward Right
11807
0
            if (dir == ImGuiDir_Left)  pos = ImVec2(r_avoid.Max.x - size.x, r_avoid.Max.y); // Below, Toward Left
11808
0
            if (dir == ImGuiDir_Up)    pos = ImVec2(r_avoid.Max.x - size.x, r_avoid.Min.y - size.y); // Above, Toward Left
11809
0
            if (!r_outer.Contains(ImRect(pos, pos + size)))
11810
0
                continue;
11811
0
            *last_dir = dir;
11812
0
            return pos;
11813
0
        }
11814
0
    }
11815
11816
    // Tooltip and Default popup policy
11817
    // (Always first try the direction we used on the last frame, if any)
11818
0
    if (policy == ImGuiPopupPositionPolicy_Tooltip || policy == ImGuiPopupPositionPolicy_Default)
11819
0
    {
11820
0
        const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Right, ImGuiDir_Down, ImGuiDir_Up, ImGuiDir_Left };
11821
0
        for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++)
11822
0
        {
11823
0
            const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n];
11824
0
            if (n != -1 && dir == *last_dir) // Already tried this direction?
11825
0
                continue;
11826
11827
0
            const float avail_w = (dir == ImGuiDir_Left ? r_avoid.Min.x : r_outer.Max.x) - (dir == ImGuiDir_Right ? r_avoid.Max.x : r_outer.Min.x);
11828
0
            const float avail_h = (dir == ImGuiDir_Up ? r_avoid.Min.y : r_outer.Max.y) - (dir == ImGuiDir_Down ? r_avoid.Max.y : r_outer.Min.y);
11829
11830
            // If there's not enough room on one axis, there's no point in positioning on a side on this axis (e.g. when not enough width, use a top/bottom position to maximize available width)
11831
0
            if (avail_w < size.x && (dir == ImGuiDir_Left || dir == ImGuiDir_Right))
11832
0
                continue;
11833
0
            if (avail_h < size.y && (dir == ImGuiDir_Up || dir == ImGuiDir_Down))
11834
0
                continue;
11835
11836
0
            ImVec2 pos;
11837
0
            pos.x = (dir == ImGuiDir_Left) ? r_avoid.Min.x - size.x : (dir == ImGuiDir_Right) ? r_avoid.Max.x : base_pos_clamped.x;
11838
0
            pos.y = (dir == ImGuiDir_Up) ? r_avoid.Min.y - size.y : (dir == ImGuiDir_Down) ? r_avoid.Max.y : base_pos_clamped.y;
11839
11840
            // Clamp top-left corner of popup
11841
0
            pos.x = ImMax(pos.x, r_outer.Min.x);
11842
0
            pos.y = ImMax(pos.y, r_outer.Min.y);
11843
11844
0
            *last_dir = dir;
11845
0
            return pos;
11846
0
        }
11847
0
    }
11848
11849
    // Fallback when not enough room:
11850
0
    *last_dir = ImGuiDir_None;
11851
11852
    // For tooltip we prefer avoiding the cursor at all cost even if it means that part of the tooltip won't be visible.
11853
0
    if (policy == ImGuiPopupPositionPolicy_Tooltip)
11854
0
        return ref_pos + ImVec2(2, 2);
11855
11856
    // Otherwise try to keep within display
11857
0
    ImVec2 pos = ref_pos;
11858
0
    pos.x = ImMax(ImMin(pos.x + size.x, r_outer.Max.x) - size.x, r_outer.Min.x);
11859
0
    pos.y = ImMax(ImMin(pos.y + size.y, r_outer.Max.y) - size.y, r_outer.Min.y);
11860
0
    return pos;
11861
0
}
11862
11863
// Note that this is used for popups, which can overlap the non work-area of individual viewports.
11864
ImRect ImGui::GetPopupAllowedExtentRect(ImGuiWindow* window)
11865
0
{
11866
0
    ImGuiContext& g = *GImGui;
11867
0
    ImRect r_screen;
11868
0
    if (window->ViewportAllowPlatformMonitorExtend >= 0)
11869
0
    {
11870
        // Extent with be in the frame of reference of the given viewport (so Min is likely to be negative here)
11871
0
        const ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[window->ViewportAllowPlatformMonitorExtend];
11872
0
        r_screen.Min = monitor.WorkPos;
11873
0
        r_screen.Max = monitor.WorkPos + monitor.WorkSize;
11874
0
    }
11875
0
    else
11876
0
    {
11877
        // Use the full viewport area (not work area) for popups
11878
0
        r_screen = window->Viewport->GetMainRect();
11879
0
    }
11880
0
    ImVec2 padding = g.Style.DisplaySafeAreaPadding;
11881
0
    r_screen.Expand(ImVec2((r_screen.GetWidth() > padding.x * 2) ? -padding.x : 0.0f, (r_screen.GetHeight() > padding.y * 2) ? -padding.y : 0.0f));
11882
0
    return r_screen;
11883
0
}
11884
11885
ImVec2 ImGui::FindBestWindowPosForPopup(ImGuiWindow* window)
11886
0
{
11887
0
    ImGuiContext& g = *GImGui;
11888
11889
0
    ImRect r_outer = GetPopupAllowedExtentRect(window);
11890
0
    if (window->Flags & ImGuiWindowFlags_ChildMenu)
11891
0
    {
11892
        // Child menus typically request _any_ position within the parent menu item, and then we move the new menu outside the parent bounds.
11893
        // This is how we end up with child menus appearing (most-commonly) on the right of the parent menu.
11894
0
        ImGuiWindow* parent_window = window->ParentWindow;
11895
0
        float horizontal_overlap = g.Style.ItemInnerSpacing.x; // We want some overlap to convey the relative depth of each menu (currently the amount of overlap is hard-coded to style.ItemSpacing.x).
11896
0
        ImRect r_avoid;
11897
0
        if (parent_window->DC.MenuBarAppending)
11898
0
            r_avoid = ImRect(-FLT_MAX, parent_window->ClipRect.Min.y, FLT_MAX, parent_window->ClipRect.Max.y); // Avoid parent menu-bar. If we wanted multi-line menu-bar, we may instead want to have the calling window setup e.g. a NextWindowData.PosConstraintAvoidRect field
11899
0
        else
11900
0
            r_avoid = ImRect(parent_window->Pos.x + horizontal_overlap, -FLT_MAX, parent_window->Pos.x + parent_window->Size.x - horizontal_overlap - parent_window->ScrollbarSizes.x, FLT_MAX);
11901
0
        return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid, ImGuiPopupPositionPolicy_Default);
11902
0
    }
11903
0
    if (window->Flags & ImGuiWindowFlags_Popup)
11904
0
    {
11905
0
        return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, ImRect(window->Pos, window->Pos), ImGuiPopupPositionPolicy_Default); // Ideally we'd disable r_avoid here
11906
0
    }
11907
0
    if (window->Flags & ImGuiWindowFlags_Tooltip)
11908
0
    {
11909
        // Position tooltip (always follows mouse + clamp within outer boundaries)
11910
        // Note that drag and drop tooltips are NOT using this path: BeginTooltipEx() manually sets their position.
11911
        // In theory we could handle both cases in same location, but requires a bit of shuffling as drag and drop tooltips are calling SetWindowPos() leading to 'window_pos_set_by_api' being set in Begin()
11912
0
        IM_ASSERT(g.CurrentWindow == window);
11913
0
        const float scale = g.Style.MouseCursorScale;
11914
0
        const ImVec2 ref_pos = NavCalcPreferredRefPos();
11915
0
        const ImVec2 tooltip_pos = ref_pos + TOOLTIP_DEFAULT_OFFSET * scale;
11916
0
        ImRect r_avoid;
11917
0
        if (!g.NavDisableHighlight && g.NavDisableMouseHover && !(g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos))
11918
0
            r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 16, ref_pos.y + 8);
11919
0
        else
11920
0
            r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 24 * scale, ref_pos.y + 24 * scale); // FIXME: Hard-coded based on mouse cursor shape expectation. Exact dimension not very important.
11921
        //GetForegroundDrawList()->AddRect(r_avoid.Min, r_avoid.Max, IM_COL32(255, 0, 255, 255));
11922
0
        return FindBestWindowPosForPopupEx(tooltip_pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid, ImGuiPopupPositionPolicy_Tooltip);
11923
0
    }
11924
0
    IM_ASSERT(0);
11925
0
    return window->Pos;
11926
0
}
11927
11928
//-----------------------------------------------------------------------------
11929
// [SECTION] KEYBOARD/GAMEPAD NAVIGATION
11930
//-----------------------------------------------------------------------------
11931
11932
// FIXME-NAV: The existence of SetNavID vs SetFocusID vs FocusWindow() needs to be clarified/reworked.
11933
// In our terminology those should be interchangeable, yet right now this is super confusing.
11934
// Those two functions are merely a legacy artifact, so at minimum naming should be clarified.
11935
11936
void ImGui::SetNavWindow(ImGuiWindow* window)
11937
0
{
11938
0
    ImGuiContext& g = *GImGui;
11939
0
    if (g.NavWindow != window)
11940
0
    {
11941
0
        IMGUI_DEBUG_LOG_FOCUS("[focus] SetNavWindow(\"%s\")\n", window ? window->Name : "<NULL>");
11942
0
        g.NavWindow = window;
11943
0
        g.NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid;
11944
0
    }
11945
0
    g.NavInitRequest = g.NavMoveSubmitted = g.NavMoveScoringItems = false;
11946
0
    NavUpdateAnyRequestFlag();
11947
0
}
11948
11949
void ImGui::NavHighlightActivated(ImGuiID id)
11950
0
{
11951
0
    ImGuiContext& g = *GImGui;
11952
0
    g.NavHighlightActivatedId = id;
11953
0
    g.NavHighlightActivatedTimer = NAV_ACTIVATE_HIGHLIGHT_TIMER;
11954
0
}
11955
11956
void ImGui::NavClearPreferredPosForAxis(ImGuiAxis axis)
11957
0
{
11958
0
    ImGuiContext& g = *GImGui;
11959
0
    g.NavWindow->RootWindowForNav->NavPreferredScoringPosRel[g.NavLayer][axis] = FLT_MAX;
11960
0
}
11961
11962
void ImGui::SetNavID(ImGuiID id, ImGuiNavLayer nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel)
11963
0
{
11964
0
    ImGuiContext& g = *GImGui;
11965
0
    IM_ASSERT(g.NavWindow != NULL);
11966
0
    IM_ASSERT(nav_layer == ImGuiNavLayer_Main || nav_layer == ImGuiNavLayer_Menu);
11967
0
    g.NavId = id;
11968
0
    g.NavLayer = nav_layer;
11969
0
    SetNavFocusScope(focus_scope_id);
11970
0
    g.NavWindow->NavLastIds[nav_layer] = id;
11971
0
    g.NavWindow->NavRectRel[nav_layer] = rect_rel;
11972
11973
    // Clear preferred scoring position (NavMoveRequestApplyResult() will tend to restore it)
11974
0
    NavClearPreferredPosForAxis(ImGuiAxis_X);
11975
0
    NavClearPreferredPosForAxis(ImGuiAxis_Y);
11976
0
}
11977
11978
void ImGui::SetFocusID(ImGuiID id, ImGuiWindow* window)
11979
0
{
11980
0
    ImGuiContext& g = *GImGui;
11981
0
    IM_ASSERT(id != 0);
11982
11983
0
    if (g.NavWindow != window)
11984
0
       SetNavWindow(window);
11985
11986
    // Assume that SetFocusID() is called in the context where its window->DC.NavLayerCurrent and g.CurrentFocusScopeId are valid.
11987
    // Note that window may be != g.CurrentWindow (e.g. SetFocusID call in InputTextEx for multi-line text)
11988
0
    const ImGuiNavLayer nav_layer = window->DC.NavLayerCurrent;
11989
0
    g.NavId = id;
11990
0
    g.NavLayer = nav_layer;
11991
0
    SetNavFocusScope(g.CurrentFocusScopeId);
11992
0
    window->NavLastIds[nav_layer] = id;
11993
0
    if (g.LastItemData.ID == id)
11994
0
        window->NavRectRel[nav_layer] = WindowRectAbsToRel(window, g.LastItemData.NavRect);
11995
11996
0
    if (g.ActiveIdSource == ImGuiInputSource_Keyboard || g.ActiveIdSource == ImGuiInputSource_Gamepad)
11997
0
        g.NavDisableMouseHover = true;
11998
0
    else
11999
0
        g.NavDisableHighlight = true;
12000
12001
    // Clear preferred scoring position (NavMoveRequestApplyResult() will tend to restore it)
12002
0
    NavClearPreferredPosForAxis(ImGuiAxis_X);
12003
0
    NavClearPreferredPosForAxis(ImGuiAxis_Y);
12004
0
}
12005
12006
static ImGuiDir ImGetDirQuadrantFromDelta(float dx, float dy)
12007
0
{
12008
0
    if (ImFabs(dx) > ImFabs(dy))
12009
0
        return (dx > 0.0f) ? ImGuiDir_Right : ImGuiDir_Left;
12010
0
    return (dy > 0.0f) ? ImGuiDir_Down : ImGuiDir_Up;
12011
0
}
12012
12013
static float inline NavScoreItemDistInterval(float cand_min, float cand_max, float curr_min, float curr_max)
12014
0
{
12015
0
    if (cand_max < curr_min)
12016
0
        return cand_max - curr_min;
12017
0
    if (curr_max < cand_min)
12018
0
        return cand_min - curr_max;
12019
0
    return 0.0f;
12020
0
}
12021
12022
// Scoring function for gamepad/keyboard directional navigation. Based on https://gist.github.com/rygorous/6981057
12023
static bool ImGui::NavScoreItem(ImGuiNavItemData* result)
12024
0
{
12025
0
    ImGuiContext& g = *GImGui;
12026
0
    ImGuiWindow* window = g.CurrentWindow;
12027
0
    if (g.NavLayer != window->DC.NavLayerCurrent)
12028
0
        return false;
12029
12030
    // FIXME: Those are not good variables names
12031
0
    ImRect cand = g.LastItemData.NavRect;   // Current item nav rectangle
12032
0
    const ImRect curr = g.NavScoringRect;   // Current modified source rect (NB: we've applied Max.x = Min.x in NavUpdate() to inhibit the effect of having varied item width)
12033
0
    g.NavScoringDebugCount++;
12034
12035
    // When entering through a NavFlattened border, we consider child window items as fully clipped for scoring
12036
0
    if (window->ParentWindow == g.NavWindow)
12037
0
    {
12038
0
        IM_ASSERT((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened);
12039
0
        if (!window->ClipRect.Overlaps(cand))
12040
0
            return false;
12041
0
        cand.ClipWithFull(window->ClipRect); // This allows the scored item to not overlap other candidates in the parent window
12042
0
    }
12043
12044
    // Compute distance between boxes
12045
    // FIXME-NAV: Introducing biases for vertical navigation, needs to be removed.
12046
0
    float dbx = NavScoreItemDistInterval(cand.Min.x, cand.Max.x, curr.Min.x, curr.Max.x);
12047
0
    float dby = NavScoreItemDistInterval(ImLerp(cand.Min.y, cand.Max.y, 0.2f), ImLerp(cand.Min.y, cand.Max.y, 0.8f), ImLerp(curr.Min.y, curr.Max.y, 0.2f), ImLerp(curr.Min.y, curr.Max.y, 0.8f)); // Scale down on Y to keep using box-distance for vertically touching items
12048
0
    if (dby != 0.0f && dbx != 0.0f)
12049
0
        dbx = (dbx / 1000.0f) + ((dbx > 0.0f) ? +1.0f : -1.0f);
12050
0
    float dist_box = ImFabs(dbx) + ImFabs(dby);
12051
12052
    // Compute distance between centers (this is off by a factor of 2, but we only compare center distances with each other so it doesn't matter)
12053
0
    float dcx = (cand.Min.x + cand.Max.x) - (curr.Min.x + curr.Max.x);
12054
0
    float dcy = (cand.Min.y + cand.Max.y) - (curr.Min.y + curr.Max.y);
12055
0
    float dist_center = ImFabs(dcx) + ImFabs(dcy); // L1 metric (need this for our connectedness guarantee)
12056
12057
    // Determine which quadrant of 'curr' our candidate item 'cand' lies in based on distance
12058
0
    ImGuiDir quadrant;
12059
0
    float dax = 0.0f, day = 0.0f, dist_axial = 0.0f;
12060
0
    if (dbx != 0.0f || dby != 0.0f)
12061
0
    {
12062
        // For non-overlapping boxes, use distance between boxes
12063
0
        dax = dbx;
12064
0
        day = dby;
12065
0
        dist_axial = dist_box;
12066
0
        quadrant = ImGetDirQuadrantFromDelta(dbx, dby);
12067
0
    }
12068
0
    else if (dcx != 0.0f || dcy != 0.0f)
12069
0
    {
12070
        // For overlapping boxes with different centers, use distance between centers
12071
0
        dax = dcx;
12072
0
        day = dcy;
12073
0
        dist_axial = dist_center;
12074
0
        quadrant = ImGetDirQuadrantFromDelta(dcx, dcy);
12075
0
    }
12076
0
    else
12077
0
    {
12078
        // Degenerate case: two overlapping buttons with same center, break ties arbitrarily (note that LastItemId here is really the _previous_ item order, but it doesn't matter)
12079
0
        quadrant = (g.LastItemData.ID < g.NavId) ? ImGuiDir_Left : ImGuiDir_Right;
12080
0
    }
12081
12082
0
    const ImGuiDir move_dir = g.NavMoveDir;
12083
#if IMGUI_DEBUG_NAV_SCORING
12084
    char buf[200];
12085
    if (g.IO.KeyCtrl) // Hold CTRL to preview score in matching quadrant. CTRL+Arrow to rotate.
12086
    {
12087
        if (quadrant == move_dir)
12088
        {
12089
            ImFormatString(buf, IM_ARRAYSIZE(buf), "%.0f/%.0f", dist_box, dist_center);
12090
            ImDrawList* draw_list = GetForegroundDrawList(window);
12091
            draw_list->AddRectFilled(cand.Min, cand.Max, IM_COL32(255, 0, 0, 80));
12092
            draw_list->AddRectFilled(cand.Min, cand.Min + CalcTextSize(buf), IM_COL32(255, 0, 0, 200));
12093
            draw_list->AddText(cand.Min, IM_COL32(255, 255, 255, 255), buf);
12094
        }
12095
    }
12096
    const bool debug_hovering = IsMouseHoveringRect(cand.Min, cand.Max);
12097
    const bool debug_tty = (g.IO.KeyCtrl && IsKeyPressed(ImGuiKey_Space));
12098
    if (debug_hovering || debug_tty)
12099
    {
12100
        ImFormatString(buf, IM_ARRAYSIZE(buf),
12101
            "d-box    (%7.3f,%7.3f) -> %7.3f\nd-center (%7.3f,%7.3f) -> %7.3f\nd-axial  (%7.3f,%7.3f) -> %7.3f\nnav %c, quadrant %c",
12102
            dbx, dby, dist_box, dcx, dcy, dist_center, dax, day, dist_axial, "-WENS"[move_dir+1], "-WENS"[quadrant+1]);
12103
        if (debug_hovering)
12104
        {
12105
            ImDrawList* draw_list = GetForegroundDrawList(window);
12106
            draw_list->AddRect(curr.Min, curr.Max, IM_COL32(255, 200, 0, 100));
12107
            draw_list->AddRect(cand.Min, cand.Max, IM_COL32(255, 255, 0, 200));
12108
            draw_list->AddRectFilled(cand.Max - ImVec2(4, 4), cand.Max + CalcTextSize(buf) + ImVec2(4, 4), IM_COL32(40, 0, 0, 200));
12109
            draw_list->AddText(cand.Max, ~0U, buf);
12110
        }
12111
        if (debug_tty) { IMGUI_DEBUG_LOG_NAV("id 0x%08X\n%s\n", g.LastItemData.ID, buf); }
12112
    }
12113
#endif
12114
12115
    // Is it in the quadrant we're interested in moving to?
12116
0
    bool new_best = false;
12117
0
    if (quadrant == move_dir)
12118
0
    {
12119
        // Does it beat the current best candidate?
12120
0
        if (dist_box < result->DistBox)
12121
0
        {
12122
0
            result->DistBox = dist_box;
12123
0
            result->DistCenter = dist_center;
12124
0
            return true;
12125
0
        }
12126
0
        if (dist_box == result->DistBox)
12127
0
        {
12128
            // Try using distance between center points to break ties
12129
0
            if (dist_center < result->DistCenter)
12130
0
            {
12131
0
                result->DistCenter = dist_center;
12132
0
                new_best = true;
12133
0
            }
12134
0
            else if (dist_center == result->DistCenter)
12135
0
            {
12136
                // Still tied! we need to be extra-careful to make sure everything gets linked properly. We consistently break ties by symbolically moving "later" items
12137
                // (with higher index) to the right/downwards by an infinitesimal amount since we the current "best" button already (so it must have a lower index),
12138
                // this is fairly easy. This rule ensures that all buttons with dx==dy==0 will end up being linked in order of appearance along the x axis.
12139
0
                if (((move_dir == ImGuiDir_Up || move_dir == ImGuiDir_Down) ? dby : dbx) < 0.0f) // moving bj to the right/down decreases distance
12140
0
                    new_best = true;
12141
0
            }
12142
0
        }
12143
0
    }
12144
12145
    // Axial check: if 'curr' has no link at all in some direction and 'cand' lies roughly in that direction, add a tentative link. This will only be kept if no "real" matches
12146
    // are found, so it only augments the graph produced by the above method using extra links. (important, since it doesn't guarantee strong connectedness)
12147
    // This is just to avoid buttons having no links in a particular direction when there's a suitable neighbor. you get good graphs without this too.
12148
    // 2017/09/29: FIXME: This now currently only enabled inside menu bars, ideally we'd disable it everywhere. Menus in particular need to catch failure. For general navigation it feels awkward.
12149
    // Disabling it may lead to disconnected graphs when nodes are very spaced out on different axis. Perhaps consider offering this as an option?
12150
0
    if (result->DistBox == FLT_MAX && dist_axial < result->DistAxial)  // Check axial match
12151
0
        if (g.NavLayer == ImGuiNavLayer_Menu && !(g.NavWindow->Flags & ImGuiWindowFlags_ChildMenu))
12152
0
            if ((move_dir == ImGuiDir_Left && dax < 0.0f) || (move_dir == ImGuiDir_Right && dax > 0.0f) || (move_dir == ImGuiDir_Up && day < 0.0f) || (move_dir == ImGuiDir_Down && day > 0.0f))
12153
0
            {
12154
0
                result->DistAxial = dist_axial;
12155
0
                new_best = true;
12156
0
            }
12157
12158
0
    return new_best;
12159
0
}
12160
12161
static void ImGui::NavApplyItemToResult(ImGuiNavItemData* result)
12162
0
{
12163
0
    ImGuiContext& g = *GImGui;
12164
0
    ImGuiWindow* window = g.CurrentWindow;
12165
0
    result->Window = window;
12166
0
    result->ID = g.LastItemData.ID;
12167
0
    result->FocusScopeId = g.CurrentFocusScopeId;
12168
0
    result->InFlags = g.LastItemData.InFlags;
12169
0
    result->RectRel = WindowRectAbsToRel(window, g.LastItemData.NavRect);
12170
0
    if (result->InFlags & ImGuiItemFlags_HasSelectionUserData)
12171
0
    {
12172
0
        IM_ASSERT(g.NextItemData.SelectionUserData != ImGuiSelectionUserData_Invalid);
12173
0
        result->SelectionUserData = g.NextItemData.SelectionUserData; // INTENTIONAL: At this point this field is not cleared in NextItemData. Avoid unnecessary copy to LastItemData.
12174
0
    }
12175
0
}
12176
12177
// True when current work location may be scrolled horizontally when moving left / right.
12178
// This is generally always true UNLESS within a column. We don't have a vertical equivalent.
12179
void ImGui::NavUpdateCurrentWindowIsScrollPushableX()
12180
0
{
12181
0
    ImGuiContext& g = *GImGui;
12182
0
    ImGuiWindow* window = g.CurrentWindow;
12183
0
    window->DC.NavIsScrollPushableX = (g.CurrentTable == NULL && window->DC.CurrentColumns == NULL);
12184
0
}
12185
12186
// We get there when either NavId == id, or when g.NavAnyRequest is set (which is updated by NavUpdateAnyRequestFlag above)
12187
// This is called after LastItemData is set, but NextItemData is also still valid.
12188
static void ImGui::NavProcessItem()
12189
0
{
12190
0
    ImGuiContext& g = *GImGui;
12191
0
    ImGuiWindow* window = g.CurrentWindow;
12192
0
    const ImGuiID id = g.LastItemData.ID;
12193
0
    const ImGuiItemFlags item_flags = g.LastItemData.InFlags;
12194
12195
    // When inside a container that isn't scrollable with Left<>Right, clip NavRect accordingly (#2221)
12196
0
    if (window->DC.NavIsScrollPushableX == false)
12197
0
    {
12198
0
        g.LastItemData.NavRect.Min.x = ImClamp(g.LastItemData.NavRect.Min.x, window->ClipRect.Min.x, window->ClipRect.Max.x);
12199
0
        g.LastItemData.NavRect.Max.x = ImClamp(g.LastItemData.NavRect.Max.x, window->ClipRect.Min.x, window->ClipRect.Max.x);
12200
0
    }
12201
0
    const ImRect nav_bb = g.LastItemData.NavRect;
12202
12203
    // Process Init Request
12204
0
    if (g.NavInitRequest && g.NavLayer == window->DC.NavLayerCurrent && (item_flags & ImGuiItemFlags_Disabled) == 0)
12205
0
    {
12206
        // Even if 'ImGuiItemFlags_NoNavDefaultFocus' is on (typically collapse/close button) we record the first ResultId so they can be used as a fallback
12207
0
        const bool candidate_for_nav_default_focus = (item_flags & ImGuiItemFlags_NoNavDefaultFocus) == 0;
12208
0
        if (candidate_for_nav_default_focus || g.NavInitResult.ID == 0)
12209
0
        {
12210
0
            NavApplyItemToResult(&g.NavInitResult);
12211
0
        }
12212
0
        if (candidate_for_nav_default_focus)
12213
0
        {
12214
0
            g.NavInitRequest = false; // Found a match, clear request
12215
0
            NavUpdateAnyRequestFlag();
12216
0
        }
12217
0
    }
12218
12219
    // Process Move Request (scoring for navigation)
12220
    // FIXME-NAV: Consider policy for double scoring (scoring from NavScoringRect + scoring from a rect wrapped according to current wrapping policy)
12221
0
    if (g.NavMoveScoringItems && (item_flags & ImGuiItemFlags_Disabled) == 0)
12222
0
    {
12223
0
        if ((g.NavMoveFlags & ImGuiNavMoveFlags_FocusApi) || (window->Flags & ImGuiWindowFlags_NoNavInputs) == 0)
12224
0
        {
12225
0
            const bool is_tabbing = (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) != 0;
12226
0
            if (is_tabbing)
12227
0
            {
12228
0
                NavProcessItemForTabbingRequest(id, item_flags, g.NavMoveFlags);
12229
0
            }
12230
0
            else if (g.NavId != id || (g.NavMoveFlags & ImGuiNavMoveFlags_AllowCurrentNavId))
12231
0
            {
12232
0
                ImGuiNavItemData* result = (window == g.NavWindow) ? &g.NavMoveResultLocal : &g.NavMoveResultOther;
12233
0
                if (NavScoreItem(result))
12234
0
                    NavApplyItemToResult(result);
12235
12236
                // Features like PageUp/PageDown need to maintain a separate score for the visible set of items.
12237
0
                const float VISIBLE_RATIO = 0.70f;
12238
0
                if ((g.NavMoveFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet) && window->ClipRect.Overlaps(nav_bb))
12239
0
                    if (ImClamp(nav_bb.Max.y, window->ClipRect.Min.y, window->ClipRect.Max.y) - ImClamp(nav_bb.Min.y, window->ClipRect.Min.y, window->ClipRect.Max.y) >= (nav_bb.Max.y - nav_bb.Min.y) * VISIBLE_RATIO)
12240
0
                        if (NavScoreItem(&g.NavMoveResultLocalVisible))
12241
0
                            NavApplyItemToResult(&g.NavMoveResultLocalVisible);
12242
0
            }
12243
0
        }
12244
0
    }
12245
12246
    // Update information for currently focused/navigated item
12247
0
    if (g.NavId == id)
12248
0
    {
12249
0
        if (g.NavWindow != window)
12250
0
            SetNavWindow(window); // Always refresh g.NavWindow, because some operations such as FocusItem() may not have a window.
12251
0
        g.NavLayer = window->DC.NavLayerCurrent;
12252
0
        SetNavFocusScope(g.CurrentFocusScopeId); // Will set g.NavFocusScopeId AND store g.NavFocusScopePath
12253
0
        g.NavFocusScopeId = g.CurrentFocusScopeId;
12254
0
        g.NavIdIsAlive = true;
12255
0
        if (g.LastItemData.InFlags & ImGuiItemFlags_HasSelectionUserData)
12256
0
        {
12257
0
            IM_ASSERT(g.NextItemData.SelectionUserData != ImGuiSelectionUserData_Invalid);
12258
0
            g.NavLastValidSelectionUserData = g.NextItemData.SelectionUserData; // INTENTIONAL: At this point this field is not cleared in NextItemData. Avoid unnecessary copy to LastItemData.
12259
0
        }
12260
0
        window->NavRectRel[window->DC.NavLayerCurrent] = WindowRectAbsToRel(window, nav_bb); // Store item bounding box (relative to window position)
12261
0
    }
12262
0
}
12263
12264
// Handle "scoring" of an item for a tabbing/focusing request initiated by NavUpdateCreateTabbingRequest().
12265
// Note that SetKeyboardFocusHere() API calls are considered tabbing requests!
12266
// - Case 1: no nav/active id:    set result to first eligible item, stop storing.
12267
// - Case 2: tab forward:         on ref id set counter, on counter elapse store result
12268
// - Case 3: tab forward wrap:    set result to first eligible item (preemptively), on ref id set counter, on next frame if counter hasn't elapsed store result. // FIXME-TABBING: Could be done as a next-frame forwarded request
12269
// - Case 4: tab backward:        store all results, on ref id pick prev, stop storing
12270
// - Case 5: tab backward wrap:   store all results, on ref id if no result keep storing until last // FIXME-TABBING: Could be done as next-frame forwarded requested
12271
void ImGui::NavProcessItemForTabbingRequest(ImGuiID id, ImGuiItemFlags item_flags, ImGuiNavMoveFlags move_flags)
12272
0
{
12273
0
    ImGuiContext& g = *GImGui;
12274
12275
0
    if ((move_flags & ImGuiNavMoveFlags_FocusApi) == 0)
12276
0
    {
12277
0
        if (g.NavLayer != g.CurrentWindow->DC.NavLayerCurrent)
12278
0
            return;
12279
0
        if (g.NavFocusScopeId != g.CurrentFocusScopeId)
12280
0
            return;
12281
0
    }
12282
12283
    // - Can always land on an item when using API call.
12284
    // - Tabbing with _NavEnableKeyboard (space/enter/arrows): goes through every item.
12285
    // - Tabbing without _NavEnableKeyboard: goes through inputable items only.
12286
0
    bool can_stop;
12287
0
    if (move_flags & ImGuiNavMoveFlags_FocusApi)
12288
0
        can_stop = true;
12289
0
    else
12290
0
        can_stop = (item_flags & ImGuiItemFlags_NoTabStop) == 0 && ((g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) || (item_flags & ImGuiItemFlags_Inputable));
12291
12292
    // Always store in NavMoveResultLocal (unlike directional request which uses NavMoveResultOther on sibling/flattened windows)
12293
0
    ImGuiNavItemData* result = &g.NavMoveResultLocal;
12294
0
    if (g.NavTabbingDir == +1)
12295
0
    {
12296
        // Tab Forward or SetKeyboardFocusHere() with >= 0
12297
0
        if (can_stop && g.NavTabbingResultFirst.ID == 0)
12298
0
            NavApplyItemToResult(&g.NavTabbingResultFirst);
12299
0
        if (can_stop && g.NavTabbingCounter > 0 && --g.NavTabbingCounter == 0)
12300
0
            NavMoveRequestResolveWithLastItem(result);
12301
0
        else if (g.NavId == id)
12302
0
            g.NavTabbingCounter = 1;
12303
0
    }
12304
0
    else if (g.NavTabbingDir == -1)
12305
0
    {
12306
        // Tab Backward
12307
0
        if (g.NavId == id)
12308
0
        {
12309
0
            if (result->ID)
12310
0
            {
12311
0
                g.NavMoveScoringItems = false;
12312
0
                NavUpdateAnyRequestFlag();
12313
0
            }
12314
0
        }
12315
0
        else if (can_stop)
12316
0
        {
12317
            // Keep applying until reaching NavId
12318
0
            NavApplyItemToResult(result);
12319
0
        }
12320
0
    }
12321
0
    else if (g.NavTabbingDir == 0)
12322
0
    {
12323
0
        if (can_stop && g.NavId == id)
12324
0
            NavMoveRequestResolveWithLastItem(result);
12325
0
        if (can_stop && g.NavTabbingResultFirst.ID == 0) // Tab init
12326
0
            NavApplyItemToResult(&g.NavTabbingResultFirst);
12327
0
    }
12328
0
}
12329
12330
bool ImGui::NavMoveRequestButNoResultYet()
12331
0
{
12332
0
    ImGuiContext& g = *GImGui;
12333
0
    return g.NavMoveScoringItems && g.NavMoveResultLocal.ID == 0 && g.NavMoveResultOther.ID == 0;
12334
0
}
12335
12336
// FIXME: ScoringRect is not set
12337
void ImGui::NavMoveRequestSubmit(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags)
12338
0
{
12339
0
    ImGuiContext& g = *GImGui;
12340
0
    IM_ASSERT(g.NavWindow != NULL);
12341
12342
0
    if (move_flags & ImGuiNavMoveFlags_IsTabbing)
12343
0
        move_flags |= ImGuiNavMoveFlags_AllowCurrentNavId;
12344
12345
0
    g.NavMoveSubmitted = g.NavMoveScoringItems = true;
12346
0
    g.NavMoveDir = move_dir;
12347
0
    g.NavMoveDirForDebug = move_dir;
12348
0
    g.NavMoveClipDir = clip_dir;
12349
0
    g.NavMoveFlags = move_flags;
12350
0
    g.NavMoveScrollFlags = scroll_flags;
12351
0
    g.NavMoveForwardToNextFrame = false;
12352
0
    g.NavMoveKeyMods = (move_flags & ImGuiNavMoveFlags_FocusApi) ? 0 : g.IO.KeyMods;
12353
0
    g.NavMoveResultLocal.Clear();
12354
0
    g.NavMoveResultLocalVisible.Clear();
12355
0
    g.NavMoveResultOther.Clear();
12356
0
    g.NavTabbingCounter = 0;
12357
0
    g.NavTabbingResultFirst.Clear();
12358
0
    NavUpdateAnyRequestFlag();
12359
0
}
12360
12361
void ImGui::NavMoveRequestResolveWithLastItem(ImGuiNavItemData* result)
12362
0
{
12363
0
    ImGuiContext& g = *GImGui;
12364
0
    g.NavMoveScoringItems = false; // Ensure request doesn't need more processing
12365
0
    NavApplyItemToResult(result);
12366
0
    NavUpdateAnyRequestFlag();
12367
0
}
12368
12369
// Called by TreePop() to implement ImGuiTreeNodeFlags_NavLeftJumpsBackHere
12370
void ImGui::NavMoveRequestResolveWithPastTreeNode(ImGuiNavItemData* result, ImGuiNavTreeNodeData* tree_node_data)
12371
0
{
12372
0
    ImGuiContext& g = *GImGui;
12373
0
    g.NavMoveScoringItems = false;
12374
0
    g.LastItemData.ID = tree_node_data->ID;
12375
0
    g.LastItemData.InFlags = tree_node_data->InFlags & ~ImGuiItemFlags_HasSelectionUserData; // Losing SelectionUserData, recovered next-frame (cheaper).
12376
0
    g.LastItemData.NavRect = tree_node_data->NavRect;
12377
0
    NavApplyItemToResult(result); // Result this instead of implementing a NavApplyPastTreeNodeToResult()
12378
0
    NavClearPreferredPosForAxis(ImGuiAxis_Y);
12379
0
    NavUpdateAnyRequestFlag();
12380
0
}
12381
12382
void ImGui::NavMoveRequestCancel()
12383
0
{
12384
0
    ImGuiContext& g = *GImGui;
12385
0
    g.NavMoveSubmitted = g.NavMoveScoringItems = false;
12386
0
    NavUpdateAnyRequestFlag();
12387
0
}
12388
12389
// Forward will reuse the move request again on the next frame (generally with modifications done to it)
12390
void ImGui::NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags)
12391
0
{
12392
0
    ImGuiContext& g = *GImGui;
12393
0
    IM_ASSERT(g.NavMoveForwardToNextFrame == false);
12394
0
    NavMoveRequestCancel();
12395
0
    g.NavMoveForwardToNextFrame = true;
12396
0
    g.NavMoveDir = move_dir;
12397
0
    g.NavMoveClipDir = clip_dir;
12398
0
    g.NavMoveFlags = move_flags | ImGuiNavMoveFlags_Forwarded;
12399
0
    g.NavMoveScrollFlags = scroll_flags;
12400
0
}
12401
12402
// Navigation wrap-around logic is delayed to the end of the frame because this operation is only valid after entire
12403
// popup is assembled and in case of appended popups it is not clear which EndPopup() call is final.
12404
void ImGui::NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags wrap_flags)
12405
0
{
12406
0
    ImGuiContext& g = *GImGui;
12407
0
    IM_ASSERT((wrap_flags & ImGuiNavMoveFlags_WrapMask_ ) != 0 && (wrap_flags & ~ImGuiNavMoveFlags_WrapMask_) == 0); // Call with _WrapX, _WrapY, _LoopX, _LoopY
12408
12409
    // In theory we should test for NavMoveRequestButNoResultYet() but there's no point doing it:
12410
    // as NavEndFrame() will do the same test. It will end up calling NavUpdateCreateWrappingRequest().
12411
0
    if (g.NavWindow == window && g.NavMoveScoringItems && g.NavLayer == ImGuiNavLayer_Main)
12412
0
        g.NavMoveFlags = (g.NavMoveFlags & ~ImGuiNavMoveFlags_WrapMask_) | wrap_flags;
12413
0
}
12414
12415
// FIXME: This could be replaced by updating a frame number in each window when (window == NavWindow) and (NavLayer == 0).
12416
// This way we could find the last focused window among our children. It would be much less confusing this way?
12417
static void ImGui::NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window)
12418
0
{
12419
0
    ImGuiWindow* parent = nav_window;
12420
0
    while (parent && parent->RootWindow != parent && (parent->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0)
12421
0
        parent = parent->ParentWindow;
12422
0
    if (parent && parent != nav_window)
12423
0
        parent->NavLastChildNavWindow = nav_window;
12424
0
}
12425
12426
// Restore the last focused child.
12427
// Call when we are expected to land on the Main Layer (0) after FocusWindow()
12428
static ImGuiWindow* ImGui::NavRestoreLastChildNavWindow(ImGuiWindow* window)
12429
0
{
12430
0
    if (window->NavLastChildNavWindow && window->NavLastChildNavWindow->WasActive)
12431
0
        return window->NavLastChildNavWindow;
12432
0
    if (window->DockNodeAsHost && window->DockNodeAsHost->TabBar)
12433
0
        if (ImGuiTabItem* tab = TabBarFindMostRecentlySelectedTabForActiveWindow(window->DockNodeAsHost->TabBar))
12434
0
            return tab->Window;
12435
0
    return window;
12436
0
}
12437
12438
void ImGui::NavRestoreLayer(ImGuiNavLayer layer)
12439
0
{
12440
0
    ImGuiContext& g = *GImGui;
12441
0
    if (layer == ImGuiNavLayer_Main)
12442
0
    {
12443
0
        ImGuiWindow* prev_nav_window = g.NavWindow;
12444
0
        g.NavWindow = NavRestoreLastChildNavWindow(g.NavWindow);    // FIXME-NAV: Should clear ongoing nav requests?
12445
0
        g.NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid;
12446
0
        if (prev_nav_window)
12447
0
            IMGUI_DEBUG_LOG_FOCUS("[focus] NavRestoreLayer: from \"%s\" to SetNavWindow(\"%s\")\n", prev_nav_window->Name, g.NavWindow->Name);
12448
0
    }
12449
0
    ImGuiWindow* window = g.NavWindow;
12450
0
    if (window->NavLastIds[layer] != 0)
12451
0
    {
12452
0
        SetNavID(window->NavLastIds[layer], layer, 0, window->NavRectRel[layer]);
12453
0
    }
12454
0
    else
12455
0
    {
12456
0
        g.NavLayer = layer;
12457
0
        NavInitWindow(window, true);
12458
0
    }
12459
0
}
12460
12461
void ImGui::NavRestoreHighlightAfterMove()
12462
0
{
12463
0
    ImGuiContext& g = *GImGui;
12464
0
    g.NavDisableHighlight = false;
12465
0
    g.NavDisableMouseHover = g.NavMousePosDirty = true;
12466
0
}
12467
12468
static inline void ImGui::NavUpdateAnyRequestFlag()
12469
0
{
12470
0
    ImGuiContext& g = *GImGui;
12471
0
    g.NavAnyRequest = g.NavMoveScoringItems || g.NavInitRequest || (IMGUI_DEBUG_NAV_SCORING && g.NavWindow != NULL);
12472
0
    if (g.NavAnyRequest)
12473
0
        IM_ASSERT(g.NavWindow != NULL);
12474
0
}
12475
12476
// This needs to be called before we submit any widget (aka in or before Begin)
12477
void ImGui::NavInitWindow(ImGuiWindow* window, bool force_reinit)
12478
0
{
12479
    // FIXME: ChildWindow test here is wrong for docking
12480
0
    ImGuiContext& g = *GImGui;
12481
0
    IM_ASSERT(window == g.NavWindow);
12482
12483
0
    if (window->Flags & ImGuiWindowFlags_NoNavInputs)
12484
0
    {
12485
0
        g.NavId = 0;
12486
0
        SetNavFocusScope(window->NavRootFocusScopeId);
12487
0
        return;
12488
0
    }
12489
12490
0
    bool init_for_nav = false;
12491
0
    if (window == window->RootWindow || (window->Flags & ImGuiWindowFlags_Popup) || (window->NavLastIds[0] == 0) || force_reinit)
12492
0
        init_for_nav = true;
12493
0
    IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: from NavInitWindow(), init_for_nav=%d, window=\"%s\", layer=%d\n", init_for_nav, window->Name, g.NavLayer);
12494
0
    if (init_for_nav)
12495
0
    {
12496
0
        SetNavID(0, g.NavLayer, window->NavRootFocusScopeId, ImRect());
12497
0
        g.NavInitRequest = true;
12498
0
        g.NavInitRequestFromMove = false;
12499
0
        g.NavInitResult.ID = 0;
12500
0
        NavUpdateAnyRequestFlag();
12501
0
    }
12502
0
    else
12503
0
    {
12504
0
        g.NavId = window->NavLastIds[0];
12505
0
        SetNavFocusScope(window->NavRootFocusScopeId);
12506
0
    }
12507
0
}
12508
12509
static ImVec2 ImGui::NavCalcPreferredRefPos()
12510
0
{
12511
0
    ImGuiContext& g = *GImGui;
12512
0
    ImGuiWindow* window = g.NavWindow;
12513
0
    if (g.NavDisableHighlight || !g.NavDisableMouseHover || !window)
12514
0
    {
12515
        // Mouse (we need a fallback in case the mouse becomes invalid after being used)
12516
        // The +1.0f offset when stored by OpenPopupEx() allows reopening this or another popup (same or another mouse button) while not moving the mouse, it is pretty standard.
12517
        // In theory we could move that +1.0f offset in OpenPopupEx()
12518
0
        ImVec2 p = IsMousePosValid(&g.IO.MousePos) ? g.IO.MousePos : g.MouseLastValidPos;
12519
0
        return ImVec2(p.x + 1.0f, p.y);
12520
0
    }
12521
0
    else
12522
0
    {
12523
        // When navigation is active and mouse is disabled, pick a position around the bottom left of the currently navigated item
12524
        // Take account of upcoming scrolling (maybe set mouse pos should be done in EndFrame?)
12525
0
        ImRect rect_rel = WindowRectRelToAbs(window, window->NavRectRel[g.NavLayer]);
12526
0
        if (window->LastFrameActive != g.FrameCount && (window->ScrollTarget.x != FLT_MAX || window->ScrollTarget.y != FLT_MAX))
12527
0
        {
12528
0
            ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(window);
12529
0
            rect_rel.Translate(window->Scroll - next_scroll);
12530
0
        }
12531
0
        ImVec2 pos = ImVec2(rect_rel.Min.x + ImMin(g.Style.FramePadding.x * 4, rect_rel.GetWidth()), rect_rel.Max.y - ImMin(g.Style.FramePadding.y, rect_rel.GetHeight()));
12532
0
        ImGuiViewport* viewport = window->Viewport;
12533
0
        return ImTrunc(ImClamp(pos, viewport->Pos, viewport->Pos + viewport->Size)); // ImTrunc() is important because non-integer mouse position application in backend might be lossy and result in undesirable non-zero delta.
12534
0
    }
12535
0
}
12536
12537
float ImGui::GetNavTweakPressedAmount(ImGuiAxis axis)
12538
0
{
12539
0
    ImGuiContext& g = *GImGui;
12540
0
    float repeat_delay, repeat_rate;
12541
0
    GetTypematicRepeatRate(ImGuiInputFlags_RepeatRateNavTweak, &repeat_delay, &repeat_rate);
12542
12543
0
    ImGuiKey key_less, key_more;
12544
0
    if (g.NavInputSource == ImGuiInputSource_Gamepad)
12545
0
    {
12546
0
        key_less = (axis == ImGuiAxis_X) ? ImGuiKey_GamepadDpadLeft : ImGuiKey_GamepadDpadUp;
12547
0
        key_more = (axis == ImGuiAxis_X) ? ImGuiKey_GamepadDpadRight : ImGuiKey_GamepadDpadDown;
12548
0
    }
12549
0
    else
12550
0
    {
12551
0
        key_less = (axis == ImGuiAxis_X) ? ImGuiKey_LeftArrow : ImGuiKey_UpArrow;
12552
0
        key_more = (axis == ImGuiAxis_X) ? ImGuiKey_RightArrow : ImGuiKey_DownArrow;
12553
0
    }
12554
0
    float amount = (float)GetKeyPressedAmount(key_more, repeat_delay, repeat_rate) - (float)GetKeyPressedAmount(key_less, repeat_delay, repeat_rate);
12555
0
    if (amount != 0.0f && IsKeyDown(key_less) && IsKeyDown(key_more)) // Cancel when opposite directions are held, regardless of repeat phase
12556
0
        amount = 0.0f;
12557
0
    return amount;
12558
0
}
12559
12560
static void ImGui::NavUpdate()
12561
0
{
12562
0
    ImGuiContext& g = *GImGui;
12563
0
    ImGuiIO& io = g.IO;
12564
12565
0
    io.WantSetMousePos = false;
12566
    //if (g.NavScoringDebugCount > 0) IMGUI_DEBUG_LOG_NAV("[nav] NavScoringDebugCount %d for '%s' layer %d (Init:%d, Move:%d)\n", g.NavScoringDebugCount, g.NavWindow ? g.NavWindow->Name : "NULL", g.NavLayer, g.NavInitRequest || g.NavInitResultId != 0, g.NavMoveRequest);
12567
12568
    // Set input source based on which keys are last pressed (as some features differs when used with Gamepad vs Keyboard)
12569
    // FIXME-NAV: Now that keys are separated maybe we can get rid of NavInputSource?
12570
0
    const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
12571
0
    const ImGuiKey nav_gamepad_keys_to_change_source[] = { ImGuiKey_GamepadFaceRight, ImGuiKey_GamepadFaceLeft, ImGuiKey_GamepadFaceUp, ImGuiKey_GamepadFaceDown, ImGuiKey_GamepadDpadRight, ImGuiKey_GamepadDpadLeft, ImGuiKey_GamepadDpadUp, ImGuiKey_GamepadDpadDown };
12572
0
    if (nav_gamepad_active)
12573
0
        for (ImGuiKey key : nav_gamepad_keys_to_change_source)
12574
0
            if (IsKeyDown(key))
12575
0
                g.NavInputSource = ImGuiInputSource_Gamepad;
12576
0
    const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
12577
0
    const ImGuiKey nav_keyboard_keys_to_change_source[] = { ImGuiKey_Space, ImGuiKey_Enter, ImGuiKey_Escape, ImGuiKey_RightArrow, ImGuiKey_LeftArrow, ImGuiKey_UpArrow, ImGuiKey_DownArrow };
12578
0
    if (nav_keyboard_active)
12579
0
        for (ImGuiKey key : nav_keyboard_keys_to_change_source)
12580
0
            if (IsKeyDown(key))
12581
0
                g.NavInputSource = ImGuiInputSource_Keyboard;
12582
12583
    // Process navigation init request (select first/default focus)
12584
0
    g.NavJustMovedToId = 0;
12585
0
    if (g.NavInitResult.ID != 0)
12586
0
        NavInitRequestApplyResult();
12587
0
    g.NavInitRequest = false;
12588
0
    g.NavInitRequestFromMove = false;
12589
0
    g.NavInitResult.ID = 0;
12590
12591
    // Process navigation move request
12592
0
    if (g.NavMoveSubmitted)
12593
0
        NavMoveRequestApplyResult();
12594
0
    g.NavTabbingCounter = 0;
12595
0
    g.NavMoveSubmitted = g.NavMoveScoringItems = false;
12596
12597
    // Schedule mouse position update (will be done at the bottom of this function, after 1) processing all move requests and 2) updating scrolling)
12598
0
    bool set_mouse_pos = false;
12599
0
    if (g.NavMousePosDirty && g.NavIdIsAlive)
12600
0
        if (!g.NavDisableHighlight && g.NavDisableMouseHover && g.NavWindow)
12601
0
            set_mouse_pos = true;
12602
0
    g.NavMousePosDirty = false;
12603
0
    IM_ASSERT(g.NavLayer == ImGuiNavLayer_Main || g.NavLayer == ImGuiNavLayer_Menu);
12604
12605
    // Store our return window (for returning from Menu Layer to Main Layer) and clear it as soon as we step back in our own Layer 0
12606
0
    if (g.NavWindow)
12607
0
        NavSaveLastChildNavWindowIntoParent(g.NavWindow);
12608
0
    if (g.NavWindow && g.NavWindow->NavLastChildNavWindow != NULL && g.NavLayer == ImGuiNavLayer_Main)
12609
0
        g.NavWindow->NavLastChildNavWindow = NULL;
12610
12611
    // Update CTRL+TAB and Windowing features (hold Square to move/resize/etc.)
12612
0
    NavUpdateWindowing();
12613
12614
    // Set output flags for user application
12615
0
    io.NavActive = (nav_keyboard_active || nav_gamepad_active) && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs);
12616
0
    io.NavVisible = (io.NavActive && g.NavId != 0 && !g.NavDisableHighlight) || (g.NavWindowingTarget != NULL);
12617
12618
    // Process NavCancel input (to close a popup, get back to parent, clear focus)
12619
0
    NavUpdateCancelRequest();
12620
12621
    // Process manual activation request
12622
0
    g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = 0;
12623
0
    g.NavActivateFlags = ImGuiActivateFlags_None;
12624
0
    if (g.NavId != 0 && !g.NavDisableHighlight && !g.NavWindowingTarget && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
12625
0
    {
12626
0
        const bool activate_down = (nav_keyboard_active && IsKeyDown(ImGuiKey_Space, ImGuiKeyOwner_None)) || (nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadActivate, ImGuiKeyOwner_None));
12627
0
        const bool activate_pressed = activate_down && ((nav_keyboard_active && IsKeyPressed(ImGuiKey_Space, ImGuiKeyOwner_None)) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadActivate, ImGuiKeyOwner_None)));
12628
0
        const bool input_down = (nav_keyboard_active && (IsKeyDown(ImGuiKey_Enter, ImGuiKeyOwner_None) || IsKeyDown(ImGuiKey_KeypadEnter, ImGuiKeyOwner_None))) || (nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadInput, ImGuiKeyOwner_None));
12629
0
        const bool input_pressed = input_down && ((nav_keyboard_active && (IsKeyPressed(ImGuiKey_Enter, ImGuiKeyOwner_None) || IsKeyPressed(ImGuiKey_KeypadEnter, ImGuiKeyOwner_None))) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadInput, ImGuiKeyOwner_None)));
12630
0
        if (g.ActiveId == 0 && activate_pressed)
12631
0
        {
12632
0
            g.NavActivateId = g.NavId;
12633
0
            g.NavActivateFlags = ImGuiActivateFlags_PreferTweak;
12634
0
        }
12635
0
        if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && input_pressed)
12636
0
        {
12637
0
            g.NavActivateId = g.NavId;
12638
0
            g.NavActivateFlags = ImGuiActivateFlags_PreferInput;
12639
0
        }
12640
0
        if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && (activate_down || input_down))
12641
0
            g.NavActivateDownId = g.NavId;
12642
0
        if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && (activate_pressed || input_pressed))
12643
0
        {
12644
0
            g.NavActivatePressedId = g.NavId;
12645
0
            NavHighlightActivated(g.NavId);
12646
0
        }
12647
0
    }
12648
0
    if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
12649
0
        g.NavDisableHighlight = true;
12650
0
    if (g.NavActivateId != 0)
12651
0
        IM_ASSERT(g.NavActivateDownId == g.NavActivateId);
12652
12653
    // Highlight
12654
0
    if (g.NavHighlightActivatedTimer > 0.0f)
12655
0
        g.NavHighlightActivatedTimer = ImMax(0.0f, g.NavHighlightActivatedTimer - io.DeltaTime);
12656
0
    if (g.NavHighlightActivatedTimer == 0.0f)
12657
0
        g.NavHighlightActivatedId = 0;
12658
12659
    // Process programmatic activation request
12660
    // FIXME-NAV: Those should eventually be queued (unlike focus they don't cancel each others)
12661
0
    if (g.NavNextActivateId != 0)
12662
0
    {
12663
0
        g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavNextActivateId;
12664
0
        g.NavActivateFlags = g.NavNextActivateFlags;
12665
0
    }
12666
0
    g.NavNextActivateId = 0;
12667
12668
    // Process move requests
12669
0
    NavUpdateCreateMoveRequest();
12670
0
    if (g.NavMoveDir == ImGuiDir_None)
12671
0
        NavUpdateCreateTabbingRequest();
12672
0
    NavUpdateAnyRequestFlag();
12673
0
    g.NavIdIsAlive = false;
12674
12675
    // Scrolling
12676
0
    if (g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.NavWindowingTarget)
12677
0
    {
12678
        // *Fallback* manual-scroll with Nav directional keys when window has no navigable item
12679
0
        ImGuiWindow* window = g.NavWindow;
12680
0
        const float scroll_speed = IM_ROUND(window->CalcFontSize() * 100 * io.DeltaTime); // We need round the scrolling speed because sub-pixel scroll isn't reliably supported.
12681
0
        const ImGuiDir move_dir = g.NavMoveDir;
12682
0
        if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavWindowHasScrollY && move_dir != ImGuiDir_None)
12683
0
        {
12684
0
            if (move_dir == ImGuiDir_Left || move_dir == ImGuiDir_Right)
12685
0
                SetScrollX(window, ImTrunc(window->Scroll.x + ((move_dir == ImGuiDir_Left) ? -1.0f : +1.0f) * scroll_speed));
12686
0
            if (move_dir == ImGuiDir_Up || move_dir == ImGuiDir_Down)
12687
0
                SetScrollY(window, ImTrunc(window->Scroll.y + ((move_dir == ImGuiDir_Up) ? -1.0f : +1.0f) * scroll_speed));
12688
0
        }
12689
12690
        // *Normal* Manual scroll with LStick
12691
        // Next movement request will clamp the NavId reference rectangle to the visible area, so navigation will resume within those bounds.
12692
0
        if (nav_gamepad_active)
12693
0
        {
12694
0
            const ImVec2 scroll_dir = GetKeyMagnitude2d(ImGuiKey_GamepadLStickLeft, ImGuiKey_GamepadLStickRight, ImGuiKey_GamepadLStickUp, ImGuiKey_GamepadLStickDown);
12695
0
            const float tweak_factor = IsKeyDown(ImGuiKey_NavGamepadTweakSlow) ? 1.0f / 10.0f : IsKeyDown(ImGuiKey_NavGamepadTweakFast) ? 10.0f : 1.0f;
12696
0
            if (scroll_dir.x != 0.0f && window->ScrollbarX)
12697
0
                SetScrollX(window, ImTrunc(window->Scroll.x + scroll_dir.x * scroll_speed * tweak_factor));
12698
0
            if (scroll_dir.y != 0.0f)
12699
0
                SetScrollY(window, ImTrunc(window->Scroll.y + scroll_dir.y * scroll_speed * tweak_factor));
12700
0
        }
12701
0
    }
12702
12703
    // Always prioritize mouse highlight if navigation is disabled
12704
0
    if (!nav_keyboard_active && !nav_gamepad_active)
12705
0
    {
12706
0
        g.NavDisableHighlight = true;
12707
0
        g.NavDisableMouseHover = set_mouse_pos = false;
12708
0
    }
12709
12710
    // Update mouse position if requested
12711
    // (This will take into account the possibility that a Scroll was queued in the window to offset our absolute mouse position before scroll has been applied)
12712
0
    if (set_mouse_pos && (io.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) && (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos))
12713
0
        TeleportMousePos(NavCalcPreferredRefPos());
12714
12715
    // [DEBUG]
12716
0
    g.NavScoringDebugCount = 0;
12717
#if IMGUI_DEBUG_NAV_RECTS
12718
    if (ImGuiWindow* debug_window = g.NavWindow)
12719
    {
12720
        ImDrawList* draw_list = GetForegroundDrawList(debug_window);
12721
        int layer = g.NavLayer; /* for (int layer = 0; layer < 2; layer++)*/ { ImRect r = WindowRectRelToAbs(debug_window, debug_window->NavRectRel[layer]); draw_list->AddRect(r.Min, r.Max, IM_COL32(255, 200, 0, 255)); }
12722
        //if (1) { ImU32 col = (!debug_window->Hidden) ? IM_COL32(255,0,255,255) : IM_COL32(255,0,0,255); ImVec2 p = NavCalcPreferredRefPos(); char buf[32]; ImFormatString(buf, 32, "%d", g.NavLayer); draw_list->AddCircleFilled(p, 3.0f, col); draw_list->AddText(NULL, 13.0f, p + ImVec2(8,-4), col, buf); }
12723
    }
12724
#endif
12725
0
}
12726
12727
void ImGui::NavInitRequestApplyResult()
12728
0
{
12729
    // In very rare cases g.NavWindow may be null (e.g. clearing focus after requesting an init request, which does happen when releasing Alt while clicking on void)
12730
0
    ImGuiContext& g = *GImGui;
12731
0
    if (!g.NavWindow)
12732
0
        return;
12733
12734
0
    ImGuiNavItemData* result = &g.NavInitResult;
12735
0
    if (g.NavId != result->ID)
12736
0
    {
12737
0
        g.NavJustMovedToId = result->ID;
12738
0
        g.NavJustMovedToFocusScopeId = result->FocusScopeId;
12739
0
        g.NavJustMovedToKeyMods = 0;
12740
0
    }
12741
12742
    // Apply result from previous navigation init request (will typically select the first item, unless SetItemDefaultFocus() has been called)
12743
    // FIXME-NAV: On _NavFlattened windows, g.NavWindow will only be updated during subsequent frame. Not a problem currently.
12744
0
    IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: ApplyResult: NavID 0x%08X in Layer %d Window \"%s\"\n", result->ID, g.NavLayer, g.NavWindow->Name);
12745
0
    SetNavID(result->ID, g.NavLayer, result->FocusScopeId, result->RectRel);
12746
0
    g.NavIdIsAlive = true; // Mark as alive from previous frame as we got a result
12747
0
    if (result->SelectionUserData != ImGuiSelectionUserData_Invalid)
12748
0
        g.NavLastValidSelectionUserData = result->SelectionUserData;
12749
0
    if (g.NavInitRequestFromMove)
12750
0
        NavRestoreHighlightAfterMove();
12751
0
}
12752
12753
// Bias scoring rect ahead of scoring + update preferred pos (if missing) using source position
12754
static void NavBiasScoringRect(ImRect& r, ImVec2& preferred_pos_rel, ImGuiDir move_dir, ImGuiNavMoveFlags move_flags)
12755
0
{
12756
    // Bias initial rect
12757
0
    ImGuiContext& g = *GImGui;
12758
0
    const ImVec2 rel_to_abs_offset = g.NavWindow->DC.CursorStartPos;
12759
12760
    // Initialize bias on departure if we don't have any. So mouse-click + arrow will record bias.
12761
    // - We default to L/U bias, so moving down from a large source item into several columns will land on left-most column.
12762
    // - But each successful move sets new bias on one axis, only cleared when using mouse.
12763
0
    if ((move_flags & ImGuiNavMoveFlags_Forwarded) == 0)
12764
0
    {
12765
0
        if (preferred_pos_rel.x == FLT_MAX)
12766
0
            preferred_pos_rel.x = ImMin(r.Min.x + 1.0f, r.Max.x) - rel_to_abs_offset.x;
12767
0
        if (preferred_pos_rel.y == FLT_MAX)
12768
0
            preferred_pos_rel.y = r.GetCenter().y - rel_to_abs_offset.y;
12769
0
    }
12770
12771
    // Apply general bias on the other axis
12772
0
    if ((move_dir == ImGuiDir_Up || move_dir == ImGuiDir_Down) && preferred_pos_rel.x != FLT_MAX)
12773
0
        r.Min.x = r.Max.x = preferred_pos_rel.x + rel_to_abs_offset.x;
12774
0
    else if ((move_dir == ImGuiDir_Left || move_dir == ImGuiDir_Right) && preferred_pos_rel.y != FLT_MAX)
12775
0
        r.Min.y = r.Max.y = preferred_pos_rel.y + rel_to_abs_offset.y;
12776
0
}
12777
12778
void ImGui::NavUpdateCreateMoveRequest()
12779
0
{
12780
0
    ImGuiContext& g = *GImGui;
12781
0
    ImGuiIO& io = g.IO;
12782
0
    ImGuiWindow* window = g.NavWindow;
12783
0
    const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
12784
0
    const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
12785
12786
0
    if (g.NavMoveForwardToNextFrame && window != NULL)
12787
0
    {
12788
        // Forwarding previous request (which has been modified, e.g. wrap around menus rewrite the requests with a starting rectangle at the other side of the window)
12789
        // (preserve most state, which were already set by the NavMoveRequestForward() function)
12790
0
        IM_ASSERT(g.NavMoveDir != ImGuiDir_None && g.NavMoveClipDir != ImGuiDir_None);
12791
0
        IM_ASSERT(g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded);
12792
0
        IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequestForward %d\n", g.NavMoveDir);
12793
0
    }
12794
0
    else
12795
0
    {
12796
        // Initiate directional inputs request
12797
0
        g.NavMoveDir = ImGuiDir_None;
12798
0
        g.NavMoveFlags = ImGuiNavMoveFlags_None;
12799
0
        g.NavMoveScrollFlags = ImGuiScrollFlags_None;
12800
0
        if (window && !g.NavWindowingTarget && !(window->Flags & ImGuiWindowFlags_NoNavInputs))
12801
0
        {
12802
0
            const ImGuiInputFlags repeat_mode = ImGuiInputFlags_Repeat | ImGuiInputFlags_RepeatRateNavMove;
12803
0
            if (!IsActiveIdUsingNavDir(ImGuiDir_Left)  && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadLeft,  ImGuiKeyOwner_None, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_LeftArrow,  ImGuiKeyOwner_None, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Left; }
12804
0
            if (!IsActiveIdUsingNavDir(ImGuiDir_Right) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadRight, ImGuiKeyOwner_None, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_RightArrow, ImGuiKeyOwner_None, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Right; }
12805
0
            if (!IsActiveIdUsingNavDir(ImGuiDir_Up)    && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadUp,    ImGuiKeyOwner_None, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_UpArrow,    ImGuiKeyOwner_None, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Up; }
12806
0
            if (!IsActiveIdUsingNavDir(ImGuiDir_Down)  && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadDown,  ImGuiKeyOwner_None, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_DownArrow,  ImGuiKeyOwner_None, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Down; }
12807
0
        }
12808
0
        g.NavMoveClipDir = g.NavMoveDir;
12809
0
        g.NavScoringNoClipRect = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX);
12810
0
    }
12811
12812
    // Update PageUp/PageDown/Home/End scroll
12813
    // FIXME-NAV: Consider enabling those keys even without the master ImGuiConfigFlags_NavEnableKeyboard flag?
12814
0
    float scoring_rect_offset_y = 0.0f;
12815
0
    if (window && g.NavMoveDir == ImGuiDir_None && nav_keyboard_active)
12816
0
        scoring_rect_offset_y = NavUpdatePageUpPageDown();
12817
0
    if (scoring_rect_offset_y != 0.0f)
12818
0
    {
12819
0
        g.NavScoringNoClipRect = window->InnerRect;
12820
0
        g.NavScoringNoClipRect.TranslateY(scoring_rect_offset_y);
12821
0
    }
12822
12823
    // [DEBUG] Always send a request when holding CTRL. Hold CTRL + Arrow change the direction.
12824
#if IMGUI_DEBUG_NAV_SCORING
12825
    //if (io.KeyCtrl && IsKeyPressed(ImGuiKey_C))
12826
    //    g.NavMoveDirForDebug = (ImGuiDir)((g.NavMoveDirForDebug + 1) & 3);
12827
    if (io.KeyCtrl)
12828
    {
12829
        if (g.NavMoveDir == ImGuiDir_None)
12830
            g.NavMoveDir = g.NavMoveDirForDebug;
12831
        g.NavMoveClipDir = g.NavMoveDir;
12832
        g.NavMoveFlags |= ImGuiNavMoveFlags_DebugNoResult;
12833
    }
12834
#endif
12835
12836
    // Submit
12837
0
    g.NavMoveForwardToNextFrame = false;
12838
0
    if (g.NavMoveDir != ImGuiDir_None)
12839
0
        NavMoveRequestSubmit(g.NavMoveDir, g.NavMoveClipDir, g.NavMoveFlags, g.NavMoveScrollFlags);
12840
12841
    // Moving with no reference triggers an init request (will be used as a fallback if the direction fails to find a match)
12842
0
    if (g.NavMoveSubmitted && g.NavId == 0)
12843
0
    {
12844
0
        IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: from move, window \"%s\", layer=%d\n", window ? window->Name : "<NULL>", g.NavLayer);
12845
0
        g.NavInitRequest = g.NavInitRequestFromMove = true;
12846
0
        g.NavInitResult.ID = 0;
12847
0
        g.NavDisableHighlight = false;
12848
0
    }
12849
12850
    // When using gamepad, we project the reference nav bounding box into window visible area.
12851
    // This is to allow resuming navigation inside the visible area after doing a large amount of scrolling,
12852
    // since with gamepad all movements are relative (can't focus a visible object like we can with the mouse).
12853
0
    if (g.NavMoveSubmitted && g.NavInputSource == ImGuiInputSource_Gamepad && g.NavLayer == ImGuiNavLayer_Main && window != NULL)// && (g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded))
12854
0
    {
12855
0
        bool clamp_x = (g.NavMoveFlags & (ImGuiNavMoveFlags_LoopX | ImGuiNavMoveFlags_WrapX)) == 0;
12856
0
        bool clamp_y = (g.NavMoveFlags & (ImGuiNavMoveFlags_LoopY | ImGuiNavMoveFlags_WrapY)) == 0;
12857
0
        ImRect inner_rect_rel = WindowRectAbsToRel(window, ImRect(window->InnerRect.Min - ImVec2(1, 1), window->InnerRect.Max + ImVec2(1, 1)));
12858
12859
        // Take account of changing scroll to handle triggering a new move request on a scrolling frame. (#6171)
12860
        // Otherwise 'inner_rect_rel' would be off on the move result frame.
12861
0
        inner_rect_rel.Translate(CalcNextScrollFromScrollTargetAndClamp(window) - window->Scroll);
12862
12863
0
        if ((clamp_x || clamp_y) && !inner_rect_rel.Contains(window->NavRectRel[g.NavLayer]))
12864
0
        {
12865
0
            IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequest: clamp NavRectRel for gamepad move\n");
12866
0
            float pad_x = ImMin(inner_rect_rel.GetWidth(), window->CalcFontSize() * 0.5f);
12867
0
            float pad_y = ImMin(inner_rect_rel.GetHeight(), window->CalcFontSize() * 0.5f); // Terrible approximation for the intent of starting navigation from first fully visible item
12868
0
            inner_rect_rel.Min.x = clamp_x ? (inner_rect_rel.Min.x + pad_x) : -FLT_MAX;
12869
0
            inner_rect_rel.Max.x = clamp_x ? (inner_rect_rel.Max.x - pad_x) : +FLT_MAX;
12870
0
            inner_rect_rel.Min.y = clamp_y ? (inner_rect_rel.Min.y + pad_y) : -FLT_MAX;
12871
0
            inner_rect_rel.Max.y = clamp_y ? (inner_rect_rel.Max.y - pad_y) : +FLT_MAX;
12872
0
            window->NavRectRel[g.NavLayer].ClipWithFull(inner_rect_rel);
12873
0
            g.NavId = 0;
12874
0
        }
12875
0
    }
12876
12877
    // For scoring we use a single segment on the left side our current item bounding box (not touching the edge to avoid box overlap with zero-spaced items)
12878
0
    ImRect scoring_rect;
12879
0
    if (window != NULL)
12880
0
    {
12881
0
        ImRect nav_rect_rel = !window->NavRectRel[g.NavLayer].IsInverted() ? window->NavRectRel[g.NavLayer] : ImRect(0, 0, 0, 0);
12882
0
        scoring_rect = WindowRectRelToAbs(window, nav_rect_rel);
12883
0
        scoring_rect.TranslateY(scoring_rect_offset_y);
12884
0
        if (g.NavMoveSubmitted)
12885
0
            NavBiasScoringRect(scoring_rect, window->RootWindowForNav->NavPreferredScoringPosRel[g.NavLayer], g.NavMoveDir, g.NavMoveFlags);
12886
0
        IM_ASSERT(!scoring_rect.IsInverted()); // Ensure we have a non-inverted bounding box here will allow us to remove extraneous ImFabs() calls in NavScoreItem().
12887
        //GetForegroundDrawList()->AddRect(scoring_rect.Min, scoring_rect.Max, IM_COL32(255,200,0,255)); // [DEBUG]
12888
        //if (!g.NavScoringNoClipRect.IsInverted()) { GetForegroundDrawList()->AddRect(g.NavScoringNoClipRect.Min, g.NavScoringNoClipRect.Max, IM_COL32(255, 200, 0, 255)); } // [DEBUG]
12889
0
    }
12890
0
    g.NavScoringRect = scoring_rect;
12891
0
    g.NavScoringNoClipRect.Add(scoring_rect);
12892
0
}
12893
12894
void ImGui::NavUpdateCreateTabbingRequest()
12895
0
{
12896
0
    ImGuiContext& g = *GImGui;
12897
0
    ImGuiWindow* window = g.NavWindow;
12898
0
    IM_ASSERT(g.NavMoveDir == ImGuiDir_None);
12899
0
    if (window == NULL || g.NavWindowingTarget != NULL || (window->Flags & ImGuiWindowFlags_NoNavInputs))
12900
0
        return;
12901
12902
0
    const bool tab_pressed = IsKeyPressed(ImGuiKey_Tab, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat) && !g.IO.KeyCtrl && !g.IO.KeyAlt;
12903
0
    if (!tab_pressed)
12904
0
        return;
12905
12906
    // Initiate tabbing request
12907
    // (this is ALWAYS ENABLED, regardless of ImGuiConfigFlags_NavEnableKeyboard flag!)
12908
    // See NavProcessItemForTabbingRequest() for a description of the various forward/backward tabbing cases with and without wrapping.
12909
0
    const bool nav_keyboard_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
12910
0
    if (nav_keyboard_active)
12911
0
        g.NavTabbingDir = g.IO.KeyShift ? -1 : (g.NavDisableHighlight == true && g.ActiveId == 0) ? 0 : +1;
12912
0
    else
12913
0
        g.NavTabbingDir = g.IO.KeyShift ? -1 : (g.ActiveId == 0) ? 0 : +1;
12914
0
    ImGuiNavMoveFlags move_flags = ImGuiNavMoveFlags_IsTabbing | ImGuiNavMoveFlags_Activate;
12915
0
    ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY;
12916
0
    ImGuiDir clip_dir = (g.NavTabbingDir < 0) ? ImGuiDir_Up : ImGuiDir_Down;
12917
0
    NavMoveRequestSubmit(ImGuiDir_None, clip_dir, move_flags, scroll_flags); // FIXME-NAV: Once we refactor tabbing, add LegacyApi flag to not activate non-inputable.
12918
0
    g.NavTabbingCounter = -1;
12919
0
}
12920
12921
// Apply result from previous frame navigation directional move request. Always called from NavUpdate()
12922
void ImGui::NavMoveRequestApplyResult()
12923
0
{
12924
0
    ImGuiContext& g = *GImGui;
12925
#if IMGUI_DEBUG_NAV_SCORING
12926
    if (g.NavMoveFlags & ImGuiNavMoveFlags_DebugNoResult) // [DEBUG] Scoring all items in NavWindow at all times
12927
        return;
12928
#endif
12929
12930
    // Select which result to use
12931
0
    ImGuiNavItemData* result = (g.NavMoveResultLocal.ID != 0) ? &g.NavMoveResultLocal : (g.NavMoveResultOther.ID != 0) ? &g.NavMoveResultOther : NULL;
12932
12933
    // Tabbing forward wrap
12934
0
    if ((g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) && result == NULL)
12935
0
        if ((g.NavTabbingCounter == 1 || g.NavTabbingDir == 0) && g.NavTabbingResultFirst.ID)
12936
0
            result = &g.NavTabbingResultFirst;
12937
12938
    // In a situation when there are no results but NavId != 0, re-enable the Navigation highlight (because g.NavId is not considered as a possible result)
12939
0
    const ImGuiAxis axis = (g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == ImGuiDir_Down) ? ImGuiAxis_Y : ImGuiAxis_X;
12940
0
    if (result == NULL)
12941
0
    {
12942
0
        if (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing)
12943
0
            g.NavMoveFlags |= ImGuiNavMoveFlags_NoSetNavHighlight;
12944
0
        if (g.NavId != 0 && (g.NavMoveFlags & ImGuiNavMoveFlags_NoSetNavHighlight) == 0)
12945
0
            NavRestoreHighlightAfterMove();
12946
0
        NavClearPreferredPosForAxis(axis); // On a failed move, clear preferred pos for this axis.
12947
0
        IMGUI_DEBUG_LOG_NAV("[nav] NavMoveSubmitted but not led to a result!\n");
12948
0
        return;
12949
0
    }
12950
12951
    // PageUp/PageDown behavior first jumps to the bottom/top mostly visible item, _otherwise_ use the result from the previous/next page.
12952
0
    if (g.NavMoveFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet)
12953
0
        if (g.NavMoveResultLocalVisible.ID != 0 && g.NavMoveResultLocalVisible.ID != g.NavId)
12954
0
            result = &g.NavMoveResultLocalVisible;
12955
12956
    // Maybe entering a flattened child from the outside? In this case solve the tie using the regular scoring rules.
12957
0
    if (result != &g.NavMoveResultOther && g.NavMoveResultOther.ID != 0 && g.NavMoveResultOther.Window->ParentWindow == g.NavWindow)
12958
0
        if ((g.NavMoveResultOther.DistBox < result->DistBox) || (g.NavMoveResultOther.DistBox == result->DistBox && g.NavMoveResultOther.DistCenter < result->DistCenter))
12959
0
            result = &g.NavMoveResultOther;
12960
0
    IM_ASSERT(g.NavWindow && result->Window);
12961
12962
    // Scroll to keep newly navigated item fully into view.
12963
0
    if (g.NavLayer == ImGuiNavLayer_Main)
12964
0
    {
12965
0
        ImRect rect_abs = WindowRectRelToAbs(result->Window, result->RectRel);
12966
0
        ScrollToRectEx(result->Window, rect_abs, g.NavMoveScrollFlags);
12967
12968
0
        if (g.NavMoveFlags & ImGuiNavMoveFlags_ScrollToEdgeY)
12969
0
        {
12970
            // FIXME: Should remove this? Or make more precise: use ScrollToRectEx() with edge?
12971
0
            float scroll_target = (g.NavMoveDir == ImGuiDir_Up) ? result->Window->ScrollMax.y : 0.0f;
12972
0
            SetScrollY(result->Window, scroll_target);
12973
0
        }
12974
0
    }
12975
12976
0
    if (g.NavWindow != result->Window)
12977
0
    {
12978
0
        IMGUI_DEBUG_LOG_FOCUS("[focus] NavMoveRequest: SetNavWindow(\"%s\")\n", result->Window->Name);
12979
0
        g.NavWindow = result->Window;
12980
0
        g.NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid;
12981
0
    }
12982
12983
    // FIXME: Could become optional e.g. ImGuiNavMoveFlags_NoClearActiveId if we later want to apply navigation requests without altering active input.
12984
0
    if (g.ActiveId != result->ID)
12985
0
        ClearActiveID();
12986
12987
    // Don't set NavJustMovedToId if just landed on the same spot (which may happen with ImGuiNavMoveFlags_AllowCurrentNavId)
12988
    // PageUp/PageDown however sets always set NavJustMovedTo (vs Home/End which doesn't) mimicking Windows behavior.
12989
0
    if ((g.NavId != result->ID || (g.NavMoveFlags & ImGuiNavMoveFlags_IsPageMove)) && (g.NavMoveFlags & ImGuiNavMoveFlags_NoSelect) == 0)
12990
0
    {
12991
0
        g.NavJustMovedToId = result->ID;
12992
0
        g.NavJustMovedToFocusScopeId = result->FocusScopeId;
12993
0
        g.NavJustMovedToKeyMods = g.NavMoveKeyMods;
12994
0
    }
12995
12996
    // Apply new NavID/Focus
12997
0
    IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequest: result NavID 0x%08X in Layer %d Window \"%s\"\n", result->ID, g.NavLayer, g.NavWindow->Name);
12998
0
    ImVec2 preferred_scoring_pos_rel = g.NavWindow->RootWindowForNav->NavPreferredScoringPosRel[g.NavLayer];
12999
0
    SetNavID(result->ID, g.NavLayer, result->FocusScopeId, result->RectRel);
13000
0
    if (result->SelectionUserData != ImGuiSelectionUserData_Invalid)
13001
0
        g.NavLastValidSelectionUserData = result->SelectionUserData;
13002
13003
    // Restore last preferred position for current axis
13004
    // (storing in RootWindowForNav-> as the info is desirable at the beginning of a Move Request. In theory all storage should use RootWindowForNav..)
13005
0
    if ((g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) == 0)
13006
0
    {
13007
0
        preferred_scoring_pos_rel[axis] = result->RectRel.GetCenter()[axis];
13008
0
        g.NavWindow->RootWindowForNav->NavPreferredScoringPosRel[g.NavLayer] = preferred_scoring_pos_rel;
13009
0
    }
13010
13011
    // Tabbing: Activates Inputable, otherwise only Focus
13012
0
    if ((g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) && (result->InFlags & ImGuiItemFlags_Inputable) == 0)
13013
0
        g.NavMoveFlags &= ~ImGuiNavMoveFlags_Activate;
13014
13015
    // Activate
13016
0
    if (g.NavMoveFlags & ImGuiNavMoveFlags_Activate)
13017
0
    {
13018
0
        g.NavNextActivateId = result->ID;
13019
0
        g.NavNextActivateFlags = ImGuiActivateFlags_None;
13020
0
        if (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing)
13021
0
            g.NavNextActivateFlags |= ImGuiActivateFlags_PreferInput | ImGuiActivateFlags_TryToPreserveState | ImGuiActivateFlags_FromTabbing;
13022
0
    }
13023
13024
    // Enable nav highlight
13025
0
    if ((g.NavMoveFlags & ImGuiNavMoveFlags_NoSetNavHighlight) == 0)
13026
0
        NavRestoreHighlightAfterMove();
13027
0
}
13028
13029
// Process NavCancel input (to close a popup, get back to parent, clear focus)
13030
// FIXME: In order to support e.g. Escape to clear a selection we'll need:
13031
// - either to store the equivalent of ActiveIdUsingKeyInputMask for a FocusScope and test for it.
13032
// - either to move most/all of those tests to the epilogue/end functions of the scope they are dealing with (e.g. exit child window in EndChild()) or in EndFrame(), to allow an earlier intercept
13033
static void ImGui::NavUpdateCancelRequest()
13034
0
{
13035
0
    ImGuiContext& g = *GImGui;
13036
0
    const bool nav_gamepad_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (g.IO.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
13037
0
    const bool nav_keyboard_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
13038
0
    if (!(nav_keyboard_active && IsKeyPressed(ImGuiKey_Escape, ImGuiKeyOwner_None)) && !(nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadCancel, ImGuiKeyOwner_None)))
13039
0
        return;
13040
13041
0
    IMGUI_DEBUG_LOG_NAV("[nav] NavUpdateCancelRequest()\n");
13042
0
    if (g.ActiveId != 0)
13043
0
    {
13044
0
        ClearActiveID();
13045
0
    }
13046
0
    else if (g.NavLayer != ImGuiNavLayer_Main)
13047
0
    {
13048
        // Leave the "menu" layer
13049
0
        NavRestoreLayer(ImGuiNavLayer_Main);
13050
0
        NavRestoreHighlightAfterMove();
13051
0
    }
13052
0
    else if (g.NavWindow && g.NavWindow != g.NavWindow->RootWindow && !(g.NavWindow->RootWindowForNav->Flags & ImGuiWindowFlags_Popup) && g.NavWindow->RootWindowForNav->ParentWindow)
13053
0
    {
13054
        // Exit child window
13055
0
        ImGuiWindow* child_window = g.NavWindow->RootWindowForNav;
13056
0
        ImGuiWindow* parent_window = child_window->ParentWindow;
13057
0
        IM_ASSERT(child_window->ChildId != 0);
13058
0
        FocusWindow(parent_window);
13059
0
        SetNavID(child_window->ChildId, ImGuiNavLayer_Main, 0, WindowRectAbsToRel(parent_window, child_window->Rect()));
13060
0
        NavRestoreHighlightAfterMove();
13061
0
    }
13062
0
    else if (g.OpenPopupStack.Size > 0 && g.OpenPopupStack.back().Window != NULL && !(g.OpenPopupStack.back().Window->Flags & ImGuiWindowFlags_Modal))
13063
0
    {
13064
        // Close open popup/menu
13065
0
        ClosePopupToLevel(g.OpenPopupStack.Size - 1, true);
13066
0
    }
13067
0
    else
13068
0
    {
13069
        // Clear NavLastId for popups but keep it for regular child window so we can leave one and come back where we were
13070
0
        if (g.NavWindow && ((g.NavWindow->Flags & ImGuiWindowFlags_Popup) || !(g.NavWindow->Flags & ImGuiWindowFlags_ChildWindow)))
13071
0
            g.NavWindow->NavLastIds[0] = 0;
13072
0
        g.NavId = 0;
13073
0
    }
13074
0
}
13075
13076
// Handle PageUp/PageDown/Home/End keys
13077
// Called from NavUpdateCreateMoveRequest() which will use our output to create a move request
13078
// FIXME-NAV: This doesn't work properly with NavFlattened siblings as we use NavWindow rectangle for reference
13079
// FIXME-NAV: how to get Home/End to aim at the beginning/end of a 2D grid?
13080
static float ImGui::NavUpdatePageUpPageDown()
13081
0
{
13082
0
    ImGuiContext& g = *GImGui;
13083
0
    ImGuiWindow* window = g.NavWindow;
13084
0
    if ((window->Flags & ImGuiWindowFlags_NoNavInputs) || g.NavWindowingTarget != NULL)
13085
0
        return 0.0f;
13086
13087
0
    const bool page_up_held = IsKeyDown(ImGuiKey_PageUp, ImGuiKeyOwner_None);
13088
0
    const bool page_down_held = IsKeyDown(ImGuiKey_PageDown, ImGuiKeyOwner_None);
13089
0
    const bool home_pressed = IsKeyPressed(ImGuiKey_Home, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat);
13090
0
    const bool end_pressed = IsKeyPressed(ImGuiKey_End, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat);
13091
0
    if (page_up_held == page_down_held && home_pressed == end_pressed) // Proceed if either (not both) are pressed, otherwise early out
13092
0
        return 0.0f;
13093
13094
0
    if (g.NavLayer != ImGuiNavLayer_Main)
13095
0
        NavRestoreLayer(ImGuiNavLayer_Main);
13096
13097
0
    if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavWindowHasScrollY)
13098
0
    {
13099
        // Fallback manual-scroll when window has no navigable item
13100
0
        if (IsKeyPressed(ImGuiKey_PageUp, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat))
13101
0
            SetScrollY(window, window->Scroll.y - window->InnerRect.GetHeight());
13102
0
        else if (IsKeyPressed(ImGuiKey_PageDown, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat))
13103
0
            SetScrollY(window, window->Scroll.y + window->InnerRect.GetHeight());
13104
0
        else if (home_pressed)
13105
0
            SetScrollY(window, 0.0f);
13106
0
        else if (end_pressed)
13107
0
            SetScrollY(window, window->ScrollMax.y);
13108
0
    }
13109
0
    else
13110
0
    {
13111
0
        ImRect& nav_rect_rel = window->NavRectRel[g.NavLayer];
13112
0
        const float page_offset_y = ImMax(0.0f, window->InnerRect.GetHeight() - window->CalcFontSize() * 1.0f + nav_rect_rel.GetHeight());
13113
0
        float nav_scoring_rect_offset_y = 0.0f;
13114
0
        if (IsKeyPressed(ImGuiKey_PageUp, true))
13115
0
        {
13116
0
            nav_scoring_rect_offset_y = -page_offset_y;
13117
0
            g.NavMoveDir = ImGuiDir_Down; // Because our scoring rect is offset up, we request the down direction (so we can always land on the last item)
13118
0
            g.NavMoveClipDir = ImGuiDir_Up;
13119
0
            g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet | ImGuiNavMoveFlags_IsPageMove;
13120
0
        }
13121
0
        else if (IsKeyPressed(ImGuiKey_PageDown, true))
13122
0
        {
13123
0
            nav_scoring_rect_offset_y = +page_offset_y;
13124
0
            g.NavMoveDir = ImGuiDir_Up; // Because our scoring rect is offset down, we request the up direction (so we can always land on the last item)
13125
0
            g.NavMoveClipDir = ImGuiDir_Down;
13126
0
            g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet | ImGuiNavMoveFlags_IsPageMove;
13127
0
        }
13128
0
        else if (home_pressed)
13129
0
        {
13130
            // FIXME-NAV: handling of Home/End is assuming that the top/bottom most item will be visible with Scroll.y == 0/ScrollMax.y
13131
            // Scrolling will be handled via the ImGuiNavMoveFlags_ScrollToEdgeY flag, we don't scroll immediately to avoid scrolling happening before nav result.
13132
            // Preserve current horizontal position if we have any.
13133
0
            nav_rect_rel.Min.y = nav_rect_rel.Max.y = 0.0f;
13134
0
            if (nav_rect_rel.IsInverted())
13135
0
                nav_rect_rel.Min.x = nav_rect_rel.Max.x = 0.0f;
13136
0
            g.NavMoveDir = ImGuiDir_Down;
13137
0
            g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_ScrollToEdgeY;
13138
            // FIXME-NAV: MoveClipDir left to _None, intentional?
13139
0
        }
13140
0
        else if (end_pressed)
13141
0
        {
13142
0
            nav_rect_rel.Min.y = nav_rect_rel.Max.y = window->ContentSize.y;
13143
0
            if (nav_rect_rel.IsInverted())
13144
0
                nav_rect_rel.Min.x = nav_rect_rel.Max.x = 0.0f;
13145
0
            g.NavMoveDir = ImGuiDir_Up;
13146
0
            g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_ScrollToEdgeY;
13147
            // FIXME-NAV: MoveClipDir left to _None, intentional?
13148
0
        }
13149
0
        return nav_scoring_rect_offset_y;
13150
0
    }
13151
0
    return 0.0f;
13152
0
}
13153
13154
static void ImGui::NavEndFrame()
13155
0
{
13156
0
    ImGuiContext& g = *GImGui;
13157
13158
    // Show CTRL+TAB list window
13159
0
    if (g.NavWindowingTarget != NULL)
13160
0
        NavUpdateWindowingOverlay();
13161
13162
    // Perform wrap-around in menus
13163
    // FIXME-NAV: Wrap may need to apply a weight bias on the other axis. e.g. 4x4 grid with 2 last items missing on last item won't handle LoopY/WrapY correctly.
13164
    // FIXME-NAV: Wrap (not Loop) support could be handled by the scoring function and then WrapX would function without an extra frame.
13165
0
    if (g.NavWindow && NavMoveRequestButNoResultYet() && (g.NavMoveFlags & ImGuiNavMoveFlags_WrapMask_) && (g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded) == 0)
13166
0
        NavUpdateCreateWrappingRequest();
13167
0
}
13168
13169
static void ImGui::NavUpdateCreateWrappingRequest()
13170
0
{
13171
0
    ImGuiContext& g = *GImGui;
13172
0
    ImGuiWindow* window = g.NavWindow;
13173
13174
0
    bool do_forward = false;
13175
0
    ImRect bb_rel = window->NavRectRel[g.NavLayer];
13176
0
    ImGuiDir clip_dir = g.NavMoveDir;
13177
13178
0
    const ImGuiNavMoveFlags move_flags = g.NavMoveFlags;
13179
    //const ImGuiAxis move_axis = (g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == ImGuiDir_Down) ? ImGuiAxis_Y : ImGuiAxis_X;
13180
0
    if (g.NavMoveDir == ImGuiDir_Left && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX)))
13181
0
    {
13182
0
        bb_rel.Min.x = bb_rel.Max.x = window->ContentSize.x + window->WindowPadding.x;
13183
0
        if (move_flags & ImGuiNavMoveFlags_WrapX)
13184
0
        {
13185
0
            bb_rel.TranslateY(-bb_rel.GetHeight()); // Previous row
13186
0
            clip_dir = ImGuiDir_Up;
13187
0
        }
13188
0
        do_forward = true;
13189
0
    }
13190
0
    if (g.NavMoveDir == ImGuiDir_Right && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX)))
13191
0
    {
13192
0
        bb_rel.Min.x = bb_rel.Max.x = -window->WindowPadding.x;
13193
0
        if (move_flags & ImGuiNavMoveFlags_WrapX)
13194
0
        {
13195
0
            bb_rel.TranslateY(+bb_rel.GetHeight()); // Next row
13196
0
            clip_dir = ImGuiDir_Down;
13197
0
        }
13198
0
        do_forward = true;
13199
0
    }
13200
0
    if (g.NavMoveDir == ImGuiDir_Up && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY)))
13201
0
    {
13202
0
        bb_rel.Min.y = bb_rel.Max.y = window->ContentSize.y + window->WindowPadding.y;
13203
0
        if (move_flags & ImGuiNavMoveFlags_WrapY)
13204
0
        {
13205
0
            bb_rel.TranslateX(-bb_rel.GetWidth()); // Previous column
13206
0
            clip_dir = ImGuiDir_Left;
13207
0
        }
13208
0
        do_forward = true;
13209
0
    }
13210
0
    if (g.NavMoveDir == ImGuiDir_Down && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY)))
13211
0
    {
13212
0
        bb_rel.Min.y = bb_rel.Max.y = -window->WindowPadding.y;
13213
0
        if (move_flags & ImGuiNavMoveFlags_WrapY)
13214
0
        {
13215
0
            bb_rel.TranslateX(+bb_rel.GetWidth()); // Next column
13216
0
            clip_dir = ImGuiDir_Right;
13217
0
        }
13218
0
        do_forward = true;
13219
0
    }
13220
0
    if (!do_forward)
13221
0
        return;
13222
0
    window->NavRectRel[g.NavLayer] = bb_rel;
13223
0
    NavClearPreferredPosForAxis(ImGuiAxis_X);
13224
0
    NavClearPreferredPosForAxis(ImGuiAxis_Y);
13225
0
    NavMoveRequestForward(g.NavMoveDir, clip_dir, move_flags, g.NavMoveScrollFlags);
13226
0
}
13227
13228
static int ImGui::FindWindowFocusIndex(ImGuiWindow* window)
13229
0
{
13230
0
    ImGuiContext& g = *GImGui;
13231
0
    IM_UNUSED(g);
13232
0
    int order = window->FocusOrder;
13233
0
    IM_ASSERT(window->RootWindow == window); // No child window (not testing _ChildWindow because of docking)
13234
0
    IM_ASSERT(g.WindowsFocusOrder[order] == window);
13235
0
    return order;
13236
0
}
13237
13238
static ImGuiWindow* FindWindowNavFocusable(int i_start, int i_stop, int dir) // FIXME-OPT O(N)
13239
0
{
13240
0
    ImGuiContext& g = *GImGui;
13241
0
    for (int i = i_start; i >= 0 && i < g.WindowsFocusOrder.Size && i != i_stop; i += dir)
13242
0
        if (ImGui::IsWindowNavFocusable(g.WindowsFocusOrder[i]))
13243
0
            return g.WindowsFocusOrder[i];
13244
0
    return NULL;
13245
0
}
13246
13247
static void NavUpdateWindowingHighlightWindow(int focus_change_dir)
13248
0
{
13249
0
    ImGuiContext& g = *GImGui;
13250
0
    IM_ASSERT(g.NavWindowingTarget);
13251
0
    if (g.NavWindowingTarget->Flags & ImGuiWindowFlags_Modal)
13252
0
        return;
13253
13254
0
    const int i_current = ImGui::FindWindowFocusIndex(g.NavWindowingTarget);
13255
0
    ImGuiWindow* window_target = FindWindowNavFocusable(i_current + focus_change_dir, -INT_MAX, focus_change_dir);
13256
0
    if (!window_target)
13257
0
        window_target = FindWindowNavFocusable((focus_change_dir < 0) ? (g.WindowsFocusOrder.Size - 1) : 0, i_current, focus_change_dir);
13258
0
    if (window_target) // Don't reset windowing target if there's a single window in the list
13259
0
    {
13260
0
        g.NavWindowingTarget = g.NavWindowingTargetAnim = window_target;
13261
0
        g.NavWindowingAccumDeltaPos = g.NavWindowingAccumDeltaSize = ImVec2(0.0f, 0.0f);
13262
0
    }
13263
0
    g.NavWindowingToggleLayer = false;
13264
0
}
13265
13266
// Windowing management mode
13267
// Keyboard: CTRL+Tab (change focus/move/resize), Alt (toggle menu layer)
13268
// Gamepad:  Hold Menu/Square (change focus/move/resize), Tap Menu/Square (toggle menu layer)
13269
static void ImGui::NavUpdateWindowing()
13270
0
{
13271
0
    ImGuiContext& g = *GImGui;
13272
0
    ImGuiIO& io = g.IO;
13273
13274
0
    ImGuiWindow* apply_focus_window = NULL;
13275
0
    bool apply_toggle_layer = false;
13276
13277
0
    ImGuiWindow* modal_window = GetTopMostPopupModal();
13278
0
    bool allow_windowing = (modal_window == NULL); // FIXME: This prevent CTRL+TAB from being usable with windows that are inside the Begin-stack of that modal.
13279
0
    if (!allow_windowing)
13280
0
        g.NavWindowingTarget = NULL;
13281
13282
    // Fade out
13283
0
    if (g.NavWindowingTargetAnim && g.NavWindowingTarget == NULL)
13284
0
    {
13285
0
        g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha - io.DeltaTime * 10.0f, 0.0f);
13286
0
        if (g.DimBgRatio <= 0.0f && g.NavWindowingHighlightAlpha <= 0.0f)
13287
0
            g.NavWindowingTargetAnim = NULL;
13288
0
    }
13289
13290
    // Start CTRL+Tab or Square+L/R window selection
13291
    // (g.ConfigNavWindowingKeyNext/g.ConfigNavWindowingKeyPrev defaults are ImGuiMod_Ctrl|ImGuiKey_Tab and ImGuiMod_Ctrl|ImGuiMod_Shift|ImGuiKey_Tab)
13292
0
    const ImGuiID owner_id = ImHashStr("###NavUpdateWindowing");
13293
0
    const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
13294
0
    const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
13295
0
    const bool keyboard_next_window = allow_windowing && g.ConfigNavWindowingKeyNext && Shortcut(g.ConfigNavWindowingKeyNext, owner_id, ImGuiInputFlags_Repeat | ImGuiInputFlags_RouteAlways);
13296
0
    const bool keyboard_prev_window = allow_windowing && g.ConfigNavWindowingKeyPrev && Shortcut(g.ConfigNavWindowingKeyPrev, owner_id, ImGuiInputFlags_Repeat | ImGuiInputFlags_RouteAlways);
13297
0
    const bool start_windowing_with_gamepad = allow_windowing && nav_gamepad_active && !g.NavWindowingTarget && IsKeyPressed(ImGuiKey_NavGamepadMenu, 0, ImGuiInputFlags_None);
13298
0
    const bool start_windowing_with_keyboard = allow_windowing && !g.NavWindowingTarget && (keyboard_next_window || keyboard_prev_window); // Note: enabled even without NavEnableKeyboard!
13299
0
    if (start_windowing_with_gamepad || start_windowing_with_keyboard)
13300
0
        if (ImGuiWindow* window = g.NavWindow ? g.NavWindow : FindWindowNavFocusable(g.WindowsFocusOrder.Size - 1, -INT_MAX, -1))
13301
0
        {
13302
0
            g.NavWindowingTarget = g.NavWindowingTargetAnim = window->RootWindow;
13303
0
            g.NavWindowingTimer = g.NavWindowingHighlightAlpha = 0.0f;
13304
0
            g.NavWindowingAccumDeltaPos = g.NavWindowingAccumDeltaSize = ImVec2(0.0f, 0.0f);
13305
0
            g.NavWindowingToggleLayer = start_windowing_with_gamepad ? true : false; // Gamepad starts toggling layer
13306
0
            g.NavInputSource = start_windowing_with_keyboard ? ImGuiInputSource_Keyboard : ImGuiInputSource_Gamepad;
13307
13308
            // Register ownership of our mods. Using ImGuiInputFlags_RouteGlobalHigh in the Shortcut() calls instead would probably be correct but may have more side-effects.
13309
0
            if (keyboard_next_window || keyboard_prev_window)
13310
0
                SetKeyOwnersForKeyChord((g.ConfigNavWindowingKeyNext | g.ConfigNavWindowingKeyPrev) & ImGuiMod_Mask_, owner_id);
13311
0
        }
13312
13313
    // Gamepad update
13314
0
    g.NavWindowingTimer += io.DeltaTime;
13315
0
    if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_Gamepad)
13316
0
    {
13317
        // Highlight only appears after a brief time holding the button, so that a fast tap on PadMenu (to toggle NavLayer) doesn't add visual noise
13318
0
        g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f));
13319
13320
        // Select window to focus
13321
0
        const int focus_change_dir = (int)IsKeyPressed(ImGuiKey_GamepadL1) - (int)IsKeyPressed(ImGuiKey_GamepadR1);
13322
0
        if (focus_change_dir != 0)
13323
0
        {
13324
0
            NavUpdateWindowingHighlightWindow(focus_change_dir);
13325
0
            g.NavWindowingHighlightAlpha = 1.0f;
13326
0
        }
13327
13328
        // Single press toggles NavLayer, long press with L/R apply actual focus on release (until then the window was merely rendered top-most)
13329
0
        if (!IsKeyDown(ImGuiKey_NavGamepadMenu))
13330
0
        {
13331
0
            g.NavWindowingToggleLayer &= (g.NavWindowingHighlightAlpha < 1.0f); // Once button was held long enough we don't consider it a tap-to-toggle-layer press anymore.
13332
0
            if (g.NavWindowingToggleLayer && g.NavWindow)
13333
0
                apply_toggle_layer = true;
13334
0
            else if (!g.NavWindowingToggleLayer)
13335
0
                apply_focus_window = g.NavWindowingTarget;
13336
0
            g.NavWindowingTarget = NULL;
13337
0
        }
13338
0
    }
13339
13340
    // Keyboard: Focus
13341
0
    if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_Keyboard)
13342
0
    {
13343
        // Visuals only appears after a brief time after pressing TAB the first time, so that a fast CTRL+TAB doesn't add visual noise
13344
0
        ImGuiKeyChord shared_mods = ((g.ConfigNavWindowingKeyNext ? g.ConfigNavWindowingKeyNext : ImGuiMod_Mask_) & (g.ConfigNavWindowingKeyPrev ? g.ConfigNavWindowingKeyPrev : ImGuiMod_Mask_)) & ImGuiMod_Mask_;
13345
0
        IM_ASSERT(shared_mods != 0); // Next/Prev shortcut currently needs a shared modifier to "hold", otherwise Prev actions would keep cycling between two windows.
13346
0
        g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f)); // 1.0f
13347
0
        if (keyboard_next_window || keyboard_prev_window)
13348
0
            NavUpdateWindowingHighlightWindow(keyboard_next_window ? -1 : +1);
13349
0
        else if ((io.KeyMods & shared_mods) != shared_mods)
13350
0
            apply_focus_window = g.NavWindowingTarget;
13351
0
    }
13352
13353
    // Keyboard: Press and Release ALT to toggle menu layer
13354
0
    const ImGuiKey windowing_toggle_keys[] = { ImGuiKey_LeftAlt, ImGuiKey_RightAlt };
13355
0
    for (ImGuiKey windowing_toggle_key : windowing_toggle_keys)
13356
0
        if (nav_keyboard_active && IsKeyPressed(windowing_toggle_key, ImGuiKeyOwner_None))
13357
0
        {
13358
0
            g.NavWindowingToggleLayer = true;
13359
0
            g.NavWindowingToggleKey = windowing_toggle_key;
13360
0
            g.NavInputSource = ImGuiInputSource_Keyboard;
13361
0
            break;
13362
0
        }
13363
0
    if (g.NavWindowingToggleLayer && g.NavInputSource == ImGuiInputSource_Keyboard)
13364
0
    {
13365
        // We cancel toggling nav layer when any text has been typed (generally while holding Alt). (See #370)
13366
        // We cancel toggling nav layer when other modifiers are pressed. (See #4439)
13367
        // - AltGR is Alt+Ctrl on some layout but we can't reliably detect it (not all backends/systems/layout emit it as Alt+Ctrl).
13368
        // We cancel toggling nav layer if an owner has claimed the key.
13369
0
        if (io.InputQueueCharacters.Size > 0 || io.KeyCtrl || io.KeyShift || io.KeySuper)
13370
0
            g.NavWindowingToggleLayer = false;
13371
0
        if (TestKeyOwner(g.NavWindowingToggleKey, ImGuiKeyOwner_None) == false || TestKeyOwner(ImGuiMod_Alt, ImGuiKeyOwner_None) == false)
13372
0
            g.NavWindowingToggleLayer = false;
13373
13374
        // Apply layer toggle on Alt release
13375
        // Important: as before version <18314 we lacked an explicit IO event for focus gain/loss, we also compare mouse validity to detect old backends clearing mouse pos on focus loss.
13376
0
        if (IsKeyReleased(g.NavWindowingToggleKey) && g.NavWindowingToggleLayer)
13377
0
            if (g.ActiveId == 0 || g.ActiveIdAllowOverlap)
13378
0
                if (IsMousePosValid(&io.MousePos) == IsMousePosValid(&io.MousePosPrev))
13379
0
                    apply_toggle_layer = true;
13380
0
        if (!IsKeyDown(g.NavWindowingToggleKey))
13381
0
            g.NavWindowingToggleLayer = false;
13382
0
    }
13383
13384
    // Move window
13385
0
    if (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoMove))
13386
0
    {
13387
0
        ImVec2 nav_move_dir;
13388
0
        if (g.NavInputSource == ImGuiInputSource_Keyboard && !io.KeyShift)
13389
0
            nav_move_dir = GetKeyMagnitude2d(ImGuiKey_LeftArrow, ImGuiKey_RightArrow, ImGuiKey_UpArrow, ImGuiKey_DownArrow);
13390
0
        if (g.NavInputSource == ImGuiInputSource_Gamepad)
13391
0
            nav_move_dir = GetKeyMagnitude2d(ImGuiKey_GamepadLStickLeft, ImGuiKey_GamepadLStickRight, ImGuiKey_GamepadLStickUp, ImGuiKey_GamepadLStickDown);
13392
0
        if (nav_move_dir.x != 0.0f || nav_move_dir.y != 0.0f)
13393
0
        {
13394
0
            const float NAV_MOVE_SPEED = 800.0f;
13395
0
            const float move_step = NAV_MOVE_SPEED * io.DeltaTime * ImMin(io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y);
13396
0
            g.NavWindowingAccumDeltaPos += nav_move_dir * move_step;
13397
0
            g.NavDisableMouseHover = true;
13398
0
            ImVec2 accum_floored = ImTrunc(g.NavWindowingAccumDeltaPos);
13399
0
            if (accum_floored.x != 0.0f || accum_floored.y != 0.0f)
13400
0
            {
13401
0
                ImGuiWindow* moving_window = g.NavWindowingTarget->RootWindowDockTree;
13402
0
                SetWindowPos(moving_window, moving_window->Pos + accum_floored, ImGuiCond_Always);
13403
0
                g.NavWindowingAccumDeltaPos -= accum_floored;
13404
0
            }
13405
0
        }
13406
0
    }
13407
13408
    // Apply final focus
13409
0
    if (apply_focus_window && (g.NavWindow == NULL || apply_focus_window != g.NavWindow->RootWindow))
13410
0
    {
13411
        // FIXME: Many actions here could be part of a higher-level/reused function. Why aren't they in FocusWindow()
13412
        // Investigate for each of them: ClearActiveID(), NavRestoreHighlightAfterMove(), NavRestoreLastChildNavWindow(), ClosePopupsOverWindow(), NavInitWindow()
13413
0
        ImGuiViewport* previous_viewport = g.NavWindow ? g.NavWindow->Viewport : NULL;
13414
0
        ClearActiveID();
13415
0
        NavRestoreHighlightAfterMove();
13416
0
        ClosePopupsOverWindow(apply_focus_window, false);
13417
0
        FocusWindow(apply_focus_window, ImGuiFocusRequestFlags_RestoreFocusedChild);
13418
0
        apply_focus_window = g.NavWindow;
13419
0
        if (apply_focus_window->NavLastIds[0] == 0)
13420
0
            NavInitWindow(apply_focus_window, false);
13421
13422
        // If the window has ONLY a menu layer (no main layer), select it directly
13423
        // Use NavLayersActiveMaskNext since windows didn't have a chance to be Begin()-ed on this frame,
13424
        // so CTRL+Tab where the keys are only held for 1 frame will be able to use correct layers mask since
13425
        // the target window as already been previewed once.
13426
        // FIXME-NAV: This should be done in NavInit.. or in FocusWindow... However in both of those cases,
13427
        // we won't have a guarantee that windows has been visible before and therefore NavLayersActiveMask*
13428
        // won't be valid.
13429
0
        if (apply_focus_window->DC.NavLayersActiveMaskNext == (1 << ImGuiNavLayer_Menu))
13430
0
            g.NavLayer = ImGuiNavLayer_Menu;
13431
13432
        // Request OS level focus
13433
0
        if (apply_focus_window->Viewport != previous_viewport && g.PlatformIO.Platform_SetWindowFocus)
13434
0
            g.PlatformIO.Platform_SetWindowFocus(apply_focus_window->Viewport);
13435
0
    }
13436
0
    if (apply_focus_window)
13437
0
        g.NavWindowingTarget = NULL;
13438
13439
    // Apply menu/layer toggle
13440
0
    if (apply_toggle_layer && g.NavWindow)
13441
0
    {
13442
0
        ClearActiveID();
13443
13444
        // Move to parent menu if necessary
13445
0
        ImGuiWindow* new_nav_window = g.NavWindow;
13446
0
        while (new_nav_window->ParentWindow
13447
0
            && (new_nav_window->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) == 0
13448
0
            && (new_nav_window->Flags & ImGuiWindowFlags_ChildWindow) != 0
13449
0
            && (new_nav_window->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0)
13450
0
            new_nav_window = new_nav_window->ParentWindow;
13451
0
        if (new_nav_window != g.NavWindow)
13452
0
        {
13453
0
            ImGuiWindow* old_nav_window = g.NavWindow;
13454
0
            FocusWindow(new_nav_window);
13455
0
            new_nav_window->NavLastChildNavWindow = old_nav_window;
13456
0
        }
13457
13458
        // Toggle layer
13459
0
        const ImGuiNavLayer new_nav_layer = (g.NavWindow->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) ? (ImGuiNavLayer)((int)g.NavLayer ^ 1) : ImGuiNavLayer_Main;
13460
0
        if (new_nav_layer != g.NavLayer)
13461
0
        {
13462
            // Reinitialize navigation when entering menu bar with the Alt key (FIXME: could be a properly of the layer?)
13463
0
            const bool preserve_layer_1_nav_id = (new_nav_window->DockNodeAsHost != NULL);
13464
0
            if (new_nav_layer == ImGuiNavLayer_Menu && !preserve_layer_1_nav_id)
13465
0
                g.NavWindow->NavLastIds[new_nav_layer] = 0;
13466
0
            NavRestoreLayer(new_nav_layer);
13467
0
            NavRestoreHighlightAfterMove();
13468
0
        }
13469
0
    }
13470
0
}
13471
13472
// Window has already passed the IsWindowNavFocusable()
13473
static const char* GetFallbackWindowNameForWindowingList(ImGuiWindow* window)
13474
0
{
13475
0
    if (window->Flags & ImGuiWindowFlags_Popup)
13476
0
        return ImGui::LocalizeGetMsg(ImGuiLocKey_WindowingPopup);
13477
0
    if ((window->Flags & ImGuiWindowFlags_MenuBar) && strcmp(window->Name, "##MainMenuBar") == 0)
13478
0
        return ImGui::LocalizeGetMsg(ImGuiLocKey_WindowingMainMenuBar);
13479
0
    if (window->DockNodeAsHost)
13480
0
        return "(Dock node)"; // Not normally shown to user.
13481
0
    return ImGui::LocalizeGetMsg(ImGuiLocKey_WindowingUntitled);
13482
0
}
13483
13484
// Overlay displayed when using CTRL+TAB. Called by EndFrame().
13485
void ImGui::NavUpdateWindowingOverlay()
13486
0
{
13487
0
    ImGuiContext& g = *GImGui;
13488
0
    IM_ASSERT(g.NavWindowingTarget != NULL);
13489
13490
0
    if (g.NavWindowingTimer < NAV_WINDOWING_LIST_APPEAR_DELAY)
13491
0
        return;
13492
13493
0
    if (g.NavWindowingListWindow == NULL)
13494
0
        g.NavWindowingListWindow = FindWindowByName("###NavWindowingList");
13495
0
    const ImGuiViewport* viewport = /*g.NavWindow ? g.NavWindow->Viewport :*/ GetMainViewport();
13496
0
    SetNextWindowSizeConstraints(ImVec2(viewport->Size.x * 0.20f, viewport->Size.y * 0.20f), ImVec2(FLT_MAX, FLT_MAX));
13497
0
    SetNextWindowPos(viewport->GetCenter(), ImGuiCond_Always, ImVec2(0.5f, 0.5f));
13498
0
    PushStyleVar(ImGuiStyleVar_WindowPadding, g.Style.WindowPadding * 2.0f);
13499
0
    Begin("###NavWindowingList", NULL, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings);
13500
0
    for (int n = g.WindowsFocusOrder.Size - 1; n >= 0; n--)
13501
0
    {
13502
0
        ImGuiWindow* window = g.WindowsFocusOrder[n];
13503
0
        IM_ASSERT(window != NULL); // Fix static analyzers
13504
0
        if (!IsWindowNavFocusable(window))
13505
0
            continue;
13506
0
        const char* label = window->Name;
13507
0
        if (label == FindRenderedTextEnd(label))
13508
0
            label = GetFallbackWindowNameForWindowingList(window);
13509
0
        Selectable(label, g.NavWindowingTarget == window);
13510
0
    }
13511
0
    End();
13512
0
    PopStyleVar();
13513
0
}
13514
13515
13516
//-----------------------------------------------------------------------------
13517
// [SECTION] DRAG AND DROP
13518
//-----------------------------------------------------------------------------
13519
13520
bool ImGui::IsDragDropActive()
13521
0
{
13522
0
    ImGuiContext& g = *GImGui;
13523
0
    return g.DragDropActive;
13524
0
}
13525
13526
void ImGui::ClearDragDrop()
13527
0
{
13528
0
    ImGuiContext& g = *GImGui;
13529
0
    g.DragDropActive = false;
13530
0
    g.DragDropPayload.Clear();
13531
0
    g.DragDropAcceptFlags = ImGuiDragDropFlags_None;
13532
0
    g.DragDropAcceptIdCurr = g.DragDropAcceptIdPrev = 0;
13533
0
    g.DragDropAcceptIdCurrRectSurface = FLT_MAX;
13534
0
    g.DragDropAcceptFrameCount = -1;
13535
13536
0
    g.DragDropPayloadBufHeap.clear();
13537
0
    memset(&g.DragDropPayloadBufLocal, 0, sizeof(g.DragDropPayloadBufLocal));
13538
0
}
13539
13540
bool ImGui::BeginTooltipHidden()
13541
0
{
13542
0
    ImGuiContext& g = *GImGui;
13543
0
    bool ret = Begin("##Tooltip_Hidden", NULL, ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_AlwaysAutoResize);
13544
0
    SetWindowHiddenAndSkipItemsForCurrentFrame(g.CurrentWindow);
13545
0
    return ret;
13546
0
}
13547
13548
// When this returns true you need to: a) call SetDragDropPayload() exactly once, b) you may render the payload visual/description, c) call EndDragDropSource()
13549
// If the item has an identifier:
13550
// - This assume/require the item to be activated (typically via ButtonBehavior).
13551
// - Therefore if you want to use this with a mouse button other than left mouse button, it is up to the item itself to activate with another button.
13552
// - We then pull and use the mouse button that was used to activate the item and use it to carry on the drag.
13553
// If the item has no identifier:
13554
// - Currently always assume left mouse button.
13555
bool ImGui::BeginDragDropSource(ImGuiDragDropFlags flags)
13556
0
{
13557
0
    ImGuiContext& g = *GImGui;
13558
0
    ImGuiWindow* window = g.CurrentWindow;
13559
13560
    // FIXME-DRAGDROP: While in the common-most "drag from non-zero active id" case we can tell the mouse button,
13561
    // in both SourceExtern and id==0 cases we may requires something else (explicit flags or some heuristic).
13562
0
    ImGuiMouseButton mouse_button = ImGuiMouseButton_Left;
13563
13564
0
    bool source_drag_active = false;
13565
0
    ImGuiID source_id = 0;
13566
0
    ImGuiID source_parent_id = 0;
13567
0
    if (!(flags & ImGuiDragDropFlags_SourceExtern))
13568
0
    {
13569
0
        source_id = g.LastItemData.ID;
13570
0
        if (source_id != 0)
13571
0
        {
13572
            // Common path: items with ID
13573
0
            if (g.ActiveId != source_id)
13574
0
                return false;
13575
0
            if (g.ActiveIdMouseButton != -1)
13576
0
                mouse_button = g.ActiveIdMouseButton;
13577
0
            if (g.IO.MouseDown[mouse_button] == false || window->SkipItems)
13578
0
                return false;
13579
0
            g.ActiveIdAllowOverlap = false;
13580
0
        }
13581
0
        else
13582
0
        {
13583
            // Uncommon path: items without ID
13584
0
            if (g.IO.MouseDown[mouse_button] == false || window->SkipItems)
13585
0
                return false;
13586
0
            if ((g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect) == 0 && (g.ActiveId == 0 || g.ActiveIdWindow != window))
13587
0
                return false;
13588
13589
            // If you want to use BeginDragDropSource() on an item with no unique identifier for interaction, such as Text() or Image(), you need to:
13590
            // A) Read the explanation below, B) Use the ImGuiDragDropFlags_SourceAllowNullID flag.
13591
0
            if (!(flags & ImGuiDragDropFlags_SourceAllowNullID))
13592
0
            {
13593
0
                IM_ASSERT(0);
13594
0
                return false;
13595
0
            }
13596
13597
            // Magic fallback to handle items with no assigned ID, e.g. Text(), Image()
13598
            // We build a throwaway ID based on current ID stack + relative AABB of items in window.
13599
            // THE IDENTIFIER WON'T SURVIVE ANY REPOSITIONING/RESIZINGG OF THE WIDGET, so if your widget moves your dragging operation will be canceled.
13600
            // We don't need to maintain/call ClearActiveID() as releasing the button will early out this function and trigger !ActiveIdIsAlive.
13601
            // Rely on keeping other window->LastItemXXX fields intact.
13602
0
            source_id = g.LastItemData.ID = window->GetIDFromRectangle(g.LastItemData.Rect);
13603
0
            KeepAliveID(source_id);
13604
0
            bool is_hovered = ItemHoverable(g.LastItemData.Rect, source_id, g.LastItemData.InFlags);
13605
0
            if (is_hovered && g.IO.MouseClicked[mouse_button])
13606
0
            {
13607
0
                SetActiveID(source_id, window);
13608
0
                FocusWindow(window);
13609
0
            }
13610
0
            if (g.ActiveId == source_id) // Allow the underlying widget to display/return hovered during the mouse release frame, else we would get a flicker.
13611
0
                g.ActiveIdAllowOverlap = is_hovered;
13612
0
        }
13613
0
        if (g.ActiveId != source_id)
13614
0
            return false;
13615
0
        source_parent_id = window->IDStack.back();
13616
0
        source_drag_active = IsMouseDragging(mouse_button);
13617
13618
        // Disable navigation and key inputs while dragging + cancel existing request if any
13619
0
        SetActiveIdUsingAllKeyboardKeys();
13620
0
    }
13621
0
    else
13622
0
    {
13623
0
        window = NULL;
13624
0
        source_id = ImHashStr("#SourceExtern");
13625
0
        source_drag_active = true;
13626
0
    }
13627
13628
0
    if (source_drag_active)
13629
0
    {
13630
0
        if (!g.DragDropActive)
13631
0
        {
13632
0
            IM_ASSERT(source_id != 0);
13633
0
            ClearDragDrop();
13634
0
            ImGuiPayload& payload = g.DragDropPayload;
13635
0
            payload.SourceId = source_id;
13636
0
            payload.SourceParentId = source_parent_id;
13637
0
            g.DragDropActive = true;
13638
0
            g.DragDropSourceFlags = flags;
13639
0
            g.DragDropMouseButton = mouse_button;
13640
0
            if (payload.SourceId == g.ActiveId)
13641
0
                g.ActiveIdNoClearOnFocusLoss = true;
13642
0
        }
13643
0
        g.DragDropSourceFrameCount = g.FrameCount;
13644
0
        g.DragDropWithinSource = true;
13645
13646
0
        if (!(flags & ImGuiDragDropFlags_SourceNoPreviewTooltip))
13647
0
        {
13648
            // Target can request the Source to not display its tooltip (we use a dedicated flag to make this request explicit)
13649
            // We unfortunately can't just modify the source flags and skip the call to BeginTooltip, as caller may be emitting contents.
13650
0
            bool ret;
13651
0
            if (g.DragDropAcceptIdPrev && (g.DragDropAcceptFlags & ImGuiDragDropFlags_AcceptNoPreviewTooltip))
13652
0
                ret = BeginTooltipHidden();
13653
0
            else
13654
0
                ret = BeginTooltip();
13655
0
            IM_ASSERT(ret); // FIXME-NEWBEGIN: If this ever becomes false, we need to Begin("##Hidden", NULL, ImGuiWindowFlags_NoSavedSettings) + SetWindowHiddendAndSkipItemsForCurrentFrame().
13656
0
            IM_UNUSED(ret);
13657
0
        }
13658
13659
0
        if (!(flags & ImGuiDragDropFlags_SourceNoDisableHover) && !(flags & ImGuiDragDropFlags_SourceExtern))
13660
0
            g.LastItemData.StatusFlags &= ~ImGuiItemStatusFlags_HoveredRect;
13661
13662
0
        return true;
13663
0
    }
13664
0
    return false;
13665
0
}
13666
13667
void ImGui::EndDragDropSource()
13668
0
{
13669
0
    ImGuiContext& g = *GImGui;
13670
0
    IM_ASSERT(g.DragDropActive);
13671
0
    IM_ASSERT(g.DragDropWithinSource && "Not after a BeginDragDropSource()?");
13672
13673
0
    if (!(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoPreviewTooltip))
13674
0
        EndTooltip();
13675
13676
    // Discard the drag if have not called SetDragDropPayload()
13677
0
    if (g.DragDropPayload.DataFrameCount == -1)
13678
0
        ClearDragDrop();
13679
0
    g.DragDropWithinSource = false;
13680
0
}
13681
13682
// Use 'cond' to choose to submit payload on drag start or every frame
13683
bool ImGui::SetDragDropPayload(const char* type, const void* data, size_t data_size, ImGuiCond cond)
13684
0
{
13685
0
    ImGuiContext& g = *GImGui;
13686
0
    ImGuiPayload& payload = g.DragDropPayload;
13687
0
    if (cond == 0)
13688
0
        cond = ImGuiCond_Always;
13689
13690
0
    IM_ASSERT(type != NULL);
13691
0
    IM_ASSERT(strlen(type) < IM_ARRAYSIZE(payload.DataType) && "Payload type can be at most 32 characters long");
13692
0
    IM_ASSERT((data != NULL && data_size > 0) || (data == NULL && data_size == 0));
13693
0
    IM_ASSERT(cond == ImGuiCond_Always || cond == ImGuiCond_Once);
13694
0
    IM_ASSERT(payload.SourceId != 0);                               // Not called between BeginDragDropSource() and EndDragDropSource()
13695
13696
0
    if (cond == ImGuiCond_Always || payload.DataFrameCount == -1)
13697
0
    {
13698
        // Copy payload
13699
0
        ImStrncpy(payload.DataType, type, IM_ARRAYSIZE(payload.DataType));
13700
0
        g.DragDropPayloadBufHeap.resize(0);
13701
0
        if (data_size > sizeof(g.DragDropPayloadBufLocal))
13702
0
        {
13703
            // Store in heap
13704
0
            g.DragDropPayloadBufHeap.resize((int)data_size);
13705
0
            payload.Data = g.DragDropPayloadBufHeap.Data;
13706
0
            memcpy(payload.Data, data, data_size);
13707
0
        }
13708
0
        else if (data_size > 0)
13709
0
        {
13710
            // Store locally
13711
0
            memset(&g.DragDropPayloadBufLocal, 0, sizeof(g.DragDropPayloadBufLocal));
13712
0
            payload.Data = g.DragDropPayloadBufLocal;
13713
0
            memcpy(payload.Data, data, data_size);
13714
0
        }
13715
0
        else
13716
0
        {
13717
0
            payload.Data = NULL;
13718
0
        }
13719
0
        payload.DataSize = (int)data_size;
13720
0
    }
13721
0
    payload.DataFrameCount = g.FrameCount;
13722
13723
    // Return whether the payload has been accepted
13724
0
    return (g.DragDropAcceptFrameCount == g.FrameCount) || (g.DragDropAcceptFrameCount == g.FrameCount - 1);
13725
0
}
13726
13727
bool ImGui::BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id)
13728
0
{
13729
0
    ImGuiContext& g = *GImGui;
13730
0
    if (!g.DragDropActive)
13731
0
        return false;
13732
13733
0
    ImGuiWindow* window = g.CurrentWindow;
13734
0
    ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow;
13735
0
    if (hovered_window == NULL || window->RootWindowDockTree != hovered_window->RootWindowDockTree)
13736
0
        return false;
13737
0
    IM_ASSERT(id != 0);
13738
0
    if (!IsMouseHoveringRect(bb.Min, bb.Max) || (id == g.DragDropPayload.SourceId))
13739
0
        return false;
13740
0
    if (window->SkipItems)
13741
0
        return false;
13742
13743
0
    IM_ASSERT(g.DragDropWithinTarget == false);
13744
0
    g.DragDropTargetRect = bb;
13745
0
    g.DragDropTargetClipRect = window->ClipRect; // May want to be overriden by user depending on use case?
13746
0
    g.DragDropTargetId = id;
13747
0
    g.DragDropWithinTarget = true;
13748
0
    return true;
13749
0
}
13750
13751
// We don't use BeginDragDropTargetCustom() and duplicate its code because:
13752
// 1) we use LastItemData's ImGuiItemStatusFlags_HoveredRect which handles items that push a temporarily clip rectangle in their code. Calling BeginDragDropTargetCustom(LastItemRect) would not handle them.
13753
// 2) and it's faster. as this code may be very frequently called, we want to early out as fast as we can.
13754
// Also note how the HoveredWindow test is positioned differently in both functions (in both functions we optimize for the cheapest early out case)
13755
bool ImGui::BeginDragDropTarget()
13756
0
{
13757
0
    ImGuiContext& g = *GImGui;
13758
0
    if (!g.DragDropActive)
13759
0
        return false;
13760
13761
0
    ImGuiWindow* window = g.CurrentWindow;
13762
0
    if (!(g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect))
13763
0
        return false;
13764
0
    ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow;
13765
0
    if (hovered_window == NULL || window->RootWindowDockTree != hovered_window->RootWindowDockTree || window->SkipItems)
13766
0
        return false;
13767
13768
0
    const ImRect& display_rect = (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasDisplayRect) ? g.LastItemData.DisplayRect : g.LastItemData.Rect;
13769
0
    ImGuiID id = g.LastItemData.ID;
13770
0
    if (id == 0)
13771
0
    {
13772
0
        id = window->GetIDFromRectangle(display_rect);
13773
0
        KeepAliveID(id);
13774
0
    }
13775
0
    if (g.DragDropPayload.SourceId == id)
13776
0
        return false;
13777
13778
0
    IM_ASSERT(g.DragDropWithinTarget == false);
13779
0
    g.DragDropTargetRect = display_rect;
13780
0
    g.DragDropTargetClipRect = (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasClipRect) ? g.LastItemData.ClipRect : window->ClipRect;
13781
0
    g.DragDropTargetId = id;
13782
0
    g.DragDropWithinTarget = true;
13783
0
    return true;
13784
0
}
13785
13786
bool ImGui::IsDragDropPayloadBeingAccepted()
13787
0
{
13788
0
    ImGuiContext& g = *GImGui;
13789
0
    return g.DragDropActive && g.DragDropAcceptIdPrev != 0;
13790
0
}
13791
13792
const ImGuiPayload* ImGui::AcceptDragDropPayload(const char* type, ImGuiDragDropFlags flags)
13793
0
{
13794
0
    ImGuiContext& g = *GImGui;
13795
0
    ImGuiPayload& payload = g.DragDropPayload;
13796
0
    IM_ASSERT(g.DragDropActive);                        // Not called between BeginDragDropTarget() and EndDragDropTarget() ?
13797
0
    IM_ASSERT(payload.DataFrameCount != -1);            // Forgot to call EndDragDropTarget() ?
13798
0
    if (type != NULL && !payload.IsDataType(type))
13799
0
        return NULL;
13800
13801
    // Accept smallest drag target bounding box, this allows us to nest drag targets conveniently without ordering constraints.
13802
    // NB: We currently accept NULL id as target. However, overlapping targets requires a unique ID to function!
13803
0
    const bool was_accepted_previously = (g.DragDropAcceptIdPrev == g.DragDropTargetId);
13804
0
    ImRect r = g.DragDropTargetRect;
13805
0
    float r_surface = r.GetWidth() * r.GetHeight();
13806
0
    if (r_surface > g.DragDropAcceptIdCurrRectSurface)
13807
0
        return NULL;
13808
13809
0
    g.DragDropAcceptFlags = flags;
13810
0
    g.DragDropAcceptIdCurr = g.DragDropTargetId;
13811
0
    g.DragDropAcceptIdCurrRectSurface = r_surface;
13812
    //IMGUI_DEBUG_LOG("AcceptDragDropPayload(): %08X: accept\n", g.DragDropTargetId);
13813
13814
    // Render default drop visuals
13815
0
    payload.Preview = was_accepted_previously;
13816
0
    flags |= (g.DragDropSourceFlags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect); // Source can also inhibit the preview (useful for external sources that live for 1 frame)
13817
0
    if (!(flags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect) && payload.Preview)
13818
0
        RenderDragDropTargetRect(r, g.DragDropTargetClipRect);
13819
13820
0
    g.DragDropAcceptFrameCount = g.FrameCount;
13821
0
    payload.Delivery = was_accepted_previously && !IsMouseDown(g.DragDropMouseButton); // For extern drag sources affecting OS window focus, it's easier to just test !IsMouseDown() instead of IsMouseReleased()
13822
0
    if (!payload.Delivery && !(flags & ImGuiDragDropFlags_AcceptBeforeDelivery))
13823
0
        return NULL;
13824
13825
    //IMGUI_DEBUG_LOG("AcceptDragDropPayload(): %08X: return payload\n", g.DragDropTargetId);
13826
0
    return &payload;
13827
0
}
13828
13829
// FIXME-STYLE FIXME-DRAGDROP: Settle on a proper default visuals for drop target.
13830
void ImGui::RenderDragDropTargetRect(const ImRect& bb, const ImRect& item_clip_rect)
13831
0
{
13832
0
    ImGuiContext& g = *GImGui;
13833
0
    ImGuiWindow* window = g.CurrentWindow;
13834
0
    ImRect bb_display = bb;
13835
0
    bb_display.ClipWith(item_clip_rect); // Clip THEN expand so we have a way to visualize that target is not entirely visible.
13836
0
    bb_display.Expand(3.5f);
13837
0
    bool push_clip_rect = !window->ClipRect.Contains(bb_display);
13838
0
    if (push_clip_rect)
13839
0
        window->DrawList->PushClipRectFullScreen();
13840
0
    window->DrawList->AddRect(bb_display.Min, bb_display.Max, GetColorU32(ImGuiCol_DragDropTarget), 0.0f, 0, 2.0f);
13841
0
    if (push_clip_rect)
13842
0
        window->DrawList->PopClipRect();
13843
0
}
13844
13845
const ImGuiPayload* ImGui::GetDragDropPayload()
13846
0
{
13847
0
    ImGuiContext& g = *GImGui;
13848
0
    return (g.DragDropActive && g.DragDropPayload.DataFrameCount != -1) ? &g.DragDropPayload : NULL;
13849
0
}
13850
13851
void ImGui::EndDragDropTarget()
13852
0
{
13853
0
    ImGuiContext& g = *GImGui;
13854
0
    IM_ASSERT(g.DragDropActive);
13855
0
    IM_ASSERT(g.DragDropWithinTarget);
13856
0
    g.DragDropWithinTarget = false;
13857
13858
    // Clear drag and drop state payload right after delivery
13859
0
    if (g.DragDropPayload.Delivery)
13860
0
        ClearDragDrop();
13861
0
}
13862
13863
//-----------------------------------------------------------------------------
13864
// [SECTION] LOGGING/CAPTURING
13865
//-----------------------------------------------------------------------------
13866
// All text output from the interface can be captured into tty/file/clipboard.
13867
// By default, tree nodes are automatically opened during logging.
13868
//-----------------------------------------------------------------------------
13869
13870
// Pass text data straight to log (without being displayed)
13871
static inline void LogTextV(ImGuiContext& g, const char* fmt, va_list args)
13872
0
{
13873
0
    if (g.LogFile)
13874
0
    {
13875
0
        g.LogBuffer.Buf.resize(0);
13876
0
        g.LogBuffer.appendfv(fmt, args);
13877
0
        ImFileWrite(g.LogBuffer.c_str(), sizeof(char), (ImU64)g.LogBuffer.size(), g.LogFile);
13878
0
    }
13879
0
    else
13880
0
    {
13881
0
        g.LogBuffer.appendfv(fmt, args);
13882
0
    }
13883
0
}
13884
13885
void ImGui::LogText(const char* fmt, ...)
13886
0
{
13887
0
    ImGuiContext& g = *GImGui;
13888
0
    if (!g.LogEnabled)
13889
0
        return;
13890
13891
0
    va_list args;
13892
0
    va_start(args, fmt);
13893
0
    LogTextV(g, fmt, args);
13894
0
    va_end(args);
13895
0
}
13896
13897
void ImGui::LogTextV(const char* fmt, va_list args)
13898
0
{
13899
0
    ImGuiContext& g = *GImGui;
13900
0
    if (!g.LogEnabled)
13901
0
        return;
13902
13903
0
    LogTextV(g, fmt, args);
13904
0
}
13905
13906
// Internal version that takes a position to decide on newline placement and pad items according to their depth.
13907
// We split text into individual lines to add current tree level padding
13908
// FIXME: This code is a little complicated perhaps, considering simplifying the whole system.
13909
void ImGui::LogRenderedText(const ImVec2* ref_pos, const char* text, const char* text_end)
13910
0
{
13911
0
    ImGuiContext& g = *GImGui;
13912
0
    ImGuiWindow* window = g.CurrentWindow;
13913
13914
0
    const char* prefix = g.LogNextPrefix;
13915
0
    const char* suffix = g.LogNextSuffix;
13916
0
    g.LogNextPrefix = g.LogNextSuffix = NULL;
13917
13918
0
    if (!text_end)
13919
0
        text_end = FindRenderedTextEnd(text, text_end);
13920
13921
0
    const bool log_new_line = ref_pos && (ref_pos->y > g.LogLinePosY + g.Style.FramePadding.y + 1);
13922
0
    if (ref_pos)
13923
0
        g.LogLinePosY = ref_pos->y;
13924
0
    if (log_new_line)
13925
0
    {
13926
0
        LogText(IM_NEWLINE);
13927
0
        g.LogLineFirstItem = true;
13928
0
    }
13929
13930
0
    if (prefix)
13931
0
        LogRenderedText(ref_pos, prefix, prefix + strlen(prefix)); // Calculate end ourself to ensure "##" are included here.
13932
13933
    // Re-adjust padding if we have popped out of our starting depth
13934
0
    if (g.LogDepthRef > window->DC.TreeDepth)
13935
0
        g.LogDepthRef = window->DC.TreeDepth;
13936
0
    const int tree_depth = (window->DC.TreeDepth - g.LogDepthRef);
13937
13938
0
    const char* text_remaining = text;
13939
0
    for (;;)
13940
0
    {
13941
        // Split the string. Each new line (after a '\n') is followed by indentation corresponding to the current depth of our log entry.
13942
        // We don't add a trailing \n yet to allow a subsequent item on the same line to be captured.
13943
0
        const char* line_start = text_remaining;
13944
0
        const char* line_end = ImStreolRange(line_start, text_end);
13945
0
        const bool is_last_line = (line_end == text_end);
13946
0
        if (line_start != line_end || !is_last_line)
13947
0
        {
13948
0
            const int line_length = (int)(line_end - line_start);
13949
0
            const int indentation = g.LogLineFirstItem ? tree_depth * 4 : 1;
13950
0
            LogText("%*s%.*s", indentation, "", line_length, line_start);
13951
0
            g.LogLineFirstItem = false;
13952
0
            if (*line_end == '\n')
13953
0
            {
13954
0
                LogText(IM_NEWLINE);
13955
0
                g.LogLineFirstItem = true;
13956
0
            }
13957
0
        }
13958
0
        if (is_last_line)
13959
0
            break;
13960
0
        text_remaining = line_end + 1;
13961
0
    }
13962
13963
0
    if (suffix)
13964
0
        LogRenderedText(ref_pos, suffix, suffix + strlen(suffix));
13965
0
}
13966
13967
// Start logging/capturing text output
13968
void ImGui::LogBegin(ImGuiLogType type, int auto_open_depth)
13969
0
{
13970
0
    ImGuiContext& g = *GImGui;
13971
0
    ImGuiWindow* window = g.CurrentWindow;
13972
0
    IM_ASSERT(g.LogEnabled == false);
13973
0
    IM_ASSERT(g.LogFile == NULL);
13974
0
    IM_ASSERT(g.LogBuffer.empty());
13975
0
    g.LogEnabled = true;
13976
0
    g.LogType = type;
13977
0
    g.LogNextPrefix = g.LogNextSuffix = NULL;
13978
0
    g.LogDepthRef = window->DC.TreeDepth;
13979
0
    g.LogDepthToExpand = ((auto_open_depth >= 0) ? auto_open_depth : g.LogDepthToExpandDefault);
13980
0
    g.LogLinePosY = FLT_MAX;
13981
0
    g.LogLineFirstItem = true;
13982
0
}
13983
13984
// Important: doesn't copy underlying data, use carefully (prefix/suffix must be in scope at the time of the next LogRenderedText)
13985
void ImGui::LogSetNextTextDecoration(const char* prefix, const char* suffix)
13986
0
{
13987
0
    ImGuiContext& g = *GImGui;
13988
0
    g.LogNextPrefix = prefix;
13989
0
    g.LogNextSuffix = suffix;
13990
0
}
13991
13992
void ImGui::LogToTTY(int auto_open_depth)
13993
0
{
13994
0
    ImGuiContext& g = *GImGui;
13995
0
    if (g.LogEnabled)
13996
0
        return;
13997
0
    IM_UNUSED(auto_open_depth);
13998
0
#ifndef IMGUI_DISABLE_TTY_FUNCTIONS
13999
0
    LogBegin(ImGuiLogType_TTY, auto_open_depth);
14000
0
    g.LogFile = stdout;
14001
0
#endif
14002
0
}
14003
14004
// Start logging/capturing text output to given file
14005
void ImGui::LogToFile(int auto_open_depth, const char* filename)
14006
0
{
14007
0
    ImGuiContext& g = *GImGui;
14008
0
    if (g.LogEnabled)
14009
0
        return;
14010
14011
    // FIXME: We could probably open the file in text mode "at", however note that clipboard/buffer logging will still
14012
    // be subject to outputting OS-incompatible carriage return if within strings the user doesn't use IM_NEWLINE.
14013
    // By opening the file in binary mode "ab" we have consistent output everywhere.
14014
0
    if (!filename)
14015
0
        filename = g.IO.LogFilename;
14016
0
    if (!filename || !filename[0])
14017
0
        return;
14018
0
    ImFileHandle f = ImFileOpen(filename, "ab");
14019
0
    if (!f)
14020
0
    {
14021
0
        IM_ASSERT(0);
14022
0
        return;
14023
0
    }
14024
14025
0
    LogBegin(ImGuiLogType_File, auto_open_depth);
14026
0
    g.LogFile = f;
14027
0
}
14028
14029
// Start logging/capturing text output to clipboard
14030
void ImGui::LogToClipboard(int auto_open_depth)
14031
0
{
14032
0
    ImGuiContext& g = *GImGui;
14033
0
    if (g.LogEnabled)
14034
0
        return;
14035
0
    LogBegin(ImGuiLogType_Clipboard, auto_open_depth);
14036
0
}
14037
14038
void ImGui::LogToBuffer(int auto_open_depth)
14039
0
{
14040
0
    ImGuiContext& g = *GImGui;
14041
0
    if (g.LogEnabled)
14042
0
        return;
14043
0
    LogBegin(ImGuiLogType_Buffer, auto_open_depth);
14044
0
}
14045
14046
void ImGui::LogFinish()
14047
0
{
14048
0
    ImGuiContext& g = *GImGui;
14049
0
    if (!g.LogEnabled)
14050
0
        return;
14051
14052
0
    LogText(IM_NEWLINE);
14053
0
    switch (g.LogType)
14054
0
    {
14055
0
    case ImGuiLogType_TTY:
14056
0
#ifndef IMGUI_DISABLE_TTY_FUNCTIONS
14057
0
        fflush(g.LogFile);
14058
0
#endif
14059
0
        break;
14060
0
    case ImGuiLogType_File:
14061
0
        ImFileClose(g.LogFile);
14062
0
        break;
14063
0
    case ImGuiLogType_Buffer:
14064
0
        break;
14065
0
    case ImGuiLogType_Clipboard:
14066
0
        if (!g.LogBuffer.empty())
14067
0
            SetClipboardText(g.LogBuffer.begin());
14068
0
        break;
14069
0
    case ImGuiLogType_None:
14070
0
        IM_ASSERT(0);
14071
0
        break;
14072
0
    }
14073
14074
0
    g.LogEnabled = false;
14075
0
    g.LogType = ImGuiLogType_None;
14076
0
    g.LogFile = NULL;
14077
0
    g.LogBuffer.clear();
14078
0
}
14079
14080
// Helper to display logging buttons
14081
// FIXME-OBSOLETE: We should probably obsolete this and let the user have their own helper (this is one of the oldest function alive!)
14082
void ImGui::LogButtons()
14083
0
{
14084
0
    ImGuiContext& g = *GImGui;
14085
14086
0
    PushID("LogButtons");
14087
0
#ifndef IMGUI_DISABLE_TTY_FUNCTIONS
14088
0
    const bool log_to_tty = Button("Log To TTY"); SameLine();
14089
#else
14090
    const bool log_to_tty = false;
14091
#endif
14092
0
    const bool log_to_file = Button("Log To File"); SameLine();
14093
0
    const bool log_to_clipboard = Button("Log To Clipboard"); SameLine();
14094
0
    PushTabStop(false);
14095
0
    SetNextItemWidth(80.0f);
14096
0
    SliderInt("Default Depth", &g.LogDepthToExpandDefault, 0, 9, NULL);
14097
0
    PopTabStop();
14098
0
    PopID();
14099
14100
    // Start logging at the end of the function so that the buttons don't appear in the log
14101
0
    if (log_to_tty)
14102
0
        LogToTTY();
14103
0
    if (log_to_file)
14104
0
        LogToFile();
14105
0
    if (log_to_clipboard)
14106
0
        LogToClipboard();
14107
0
}
14108
14109
14110
//-----------------------------------------------------------------------------
14111
// [SECTION] SETTINGS
14112
//-----------------------------------------------------------------------------
14113
// - UpdateSettings() [Internal]
14114
// - MarkIniSettingsDirty() [Internal]
14115
// - FindSettingsHandler() [Internal]
14116
// - ClearIniSettings() [Internal]
14117
// - LoadIniSettingsFromDisk()
14118
// - LoadIniSettingsFromMemory()
14119
// - SaveIniSettingsToDisk()
14120
// - SaveIniSettingsToMemory()
14121
//-----------------------------------------------------------------------------
14122
// - CreateNewWindowSettings() [Internal]
14123
// - FindWindowSettingsByID() [Internal]
14124
// - FindWindowSettingsByWindow() [Internal]
14125
// - ClearWindowSettings() [Internal]
14126
// - WindowSettingsHandler_***() [Internal]
14127
//-----------------------------------------------------------------------------
14128
14129
// Called by NewFrame()
14130
void ImGui::UpdateSettings()
14131
0
{
14132
    // Load settings on first frame (if not explicitly loaded manually before)
14133
0
    ImGuiContext& g = *GImGui;
14134
0
    if (!g.SettingsLoaded)
14135
0
    {
14136
0
        IM_ASSERT(g.SettingsWindows.empty());
14137
0
        if (g.IO.IniFilename)
14138
0
            LoadIniSettingsFromDisk(g.IO.IniFilename);
14139
0
        g.SettingsLoaded = true;
14140
0
    }
14141
14142
    // Save settings (with a delay after the last modification, so we don't spam disk too much)
14143
0
    if (g.SettingsDirtyTimer > 0.0f)
14144
0
    {
14145
0
        g.SettingsDirtyTimer -= g.IO.DeltaTime;
14146
0
        if (g.SettingsDirtyTimer <= 0.0f)
14147
0
        {
14148
0
            if (g.IO.IniFilename != NULL)
14149
0
                SaveIniSettingsToDisk(g.IO.IniFilename);
14150
0
            else
14151
0
                g.IO.WantSaveIniSettings = true;  // Let user know they can call SaveIniSettingsToMemory(). user will need to clear io.WantSaveIniSettings themselves.
14152
0
            g.SettingsDirtyTimer = 0.0f;
14153
0
        }
14154
0
    }
14155
0
}
14156
14157
void ImGui::MarkIniSettingsDirty()
14158
0
{
14159
0
    ImGuiContext& g = *GImGui;
14160
0
    if (g.SettingsDirtyTimer <= 0.0f)
14161
0
        g.SettingsDirtyTimer = g.IO.IniSavingRate;
14162
0
}
14163
14164
void ImGui::MarkIniSettingsDirty(ImGuiWindow* window)
14165
0
{
14166
0
    ImGuiContext& g = *GImGui;
14167
0
    if (!(window->Flags & ImGuiWindowFlags_NoSavedSettings))
14168
0
        if (g.SettingsDirtyTimer <= 0.0f)
14169
0
            g.SettingsDirtyTimer = g.IO.IniSavingRate;
14170
0
}
14171
14172
void ImGui::AddSettingsHandler(const ImGuiSettingsHandler* handler)
14173
0
{
14174
0
    ImGuiContext& g = *GImGui;
14175
0
    IM_ASSERT(FindSettingsHandler(handler->TypeName) == NULL);
14176
0
    g.SettingsHandlers.push_back(*handler);
14177
0
}
14178
14179
void ImGui::RemoveSettingsHandler(const char* type_name)
14180
0
{
14181
0
    ImGuiContext& g = *GImGui;
14182
0
    if (ImGuiSettingsHandler* handler = FindSettingsHandler(type_name))
14183
0
        g.SettingsHandlers.erase(handler);
14184
0
}
14185
14186
ImGuiSettingsHandler* ImGui::FindSettingsHandler(const char* type_name)
14187
0
{
14188
0
    ImGuiContext& g = *GImGui;
14189
0
    const ImGuiID type_hash = ImHashStr(type_name);
14190
0
    for (ImGuiSettingsHandler& handler : g.SettingsHandlers)
14191
0
        if (handler.TypeHash == type_hash)
14192
0
            return &handler;
14193
0
    return NULL;
14194
0
}
14195
14196
// Clear all settings (windows, tables, docking etc.)
14197
void ImGui::ClearIniSettings()
14198
0
{
14199
0
    ImGuiContext& g = *GImGui;
14200
0
    g.SettingsIniData.clear();
14201
0
    for (ImGuiSettingsHandler& handler : g.SettingsHandlers)
14202
0
        if (handler.ClearAllFn != NULL)
14203
0
            handler.ClearAllFn(&g, &handler);
14204
0
}
14205
14206
void ImGui::LoadIniSettingsFromDisk(const char* ini_filename)
14207
0
{
14208
0
    size_t file_data_size = 0;
14209
0
    char* file_data = (char*)ImFileLoadToMemory(ini_filename, "rb", &file_data_size);
14210
0
    if (!file_data)
14211
0
        return;
14212
0
    if (file_data_size > 0)
14213
0
        LoadIniSettingsFromMemory(file_data, (size_t)file_data_size);
14214
0
    IM_FREE(file_data);
14215
0
}
14216
14217
// Zero-tolerance, no error reporting, cheap .ini parsing
14218
// Set ini_size==0 to let us use strlen(ini_data). Do not call this function with a 0 if your buffer is actually empty!
14219
void ImGui::LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size)
14220
0
{
14221
0
    ImGuiContext& g = *GImGui;
14222
0
    IM_ASSERT(g.Initialized);
14223
    //IM_ASSERT(!g.WithinFrameScope && "Cannot be called between NewFrame() and EndFrame()");
14224
    //IM_ASSERT(g.SettingsLoaded == false && g.FrameCount == 0);
14225
14226
    // For user convenience, we allow passing a non zero-terminated string (hence the ini_size parameter).
14227
    // For our convenience and to make the code simpler, we'll also write zero-terminators within the buffer. So let's create a writable copy..
14228
0
    if (ini_size == 0)
14229
0
        ini_size = strlen(ini_data);
14230
0
    g.SettingsIniData.Buf.resize((int)ini_size + 1);
14231
0
    char* const buf = g.SettingsIniData.Buf.Data;
14232
0
    char* const buf_end = buf + ini_size;
14233
0
    memcpy(buf, ini_data, ini_size);
14234
0
    buf_end[0] = 0;
14235
14236
    // Call pre-read handlers
14237
    // Some types will clear their data (e.g. dock information) some types will allow merge/override (window)
14238
0
    for (ImGuiSettingsHandler& handler : g.SettingsHandlers)
14239
0
        if (handler.ReadInitFn != NULL)
14240
0
            handler.ReadInitFn(&g, &handler);
14241
14242
0
    void* entry_data = NULL;
14243
0
    ImGuiSettingsHandler* entry_handler = NULL;
14244
14245
0
    char* line_end = NULL;
14246
0
    for (char* line = buf; line < buf_end; line = line_end + 1)
14247
0
    {
14248
        // Skip new lines markers, then find end of the line
14249
0
        while (*line == '\n' || *line == '\r')
14250
0
            line++;
14251
0
        line_end = line;
14252
0
        while (line_end < buf_end && *line_end != '\n' && *line_end != '\r')
14253
0
            line_end++;
14254
0
        line_end[0] = 0;
14255
0
        if (line[0] == ';')
14256
0
            continue;
14257
0
        if (line[0] == '[' && line_end > line && line_end[-1] == ']')
14258
0
        {
14259
            // Parse "[Type][Name]". Note that 'Name' can itself contains [] characters, which is acceptable with the current format and parsing code.
14260
0
            line_end[-1] = 0;
14261
0
            const char* name_end = line_end - 1;
14262
0
            const char* type_start = line + 1;
14263
0
            char* type_end = (char*)(void*)ImStrchrRange(type_start, name_end, ']');
14264
0
            const char* name_start = type_end ? ImStrchrRange(type_end + 1, name_end, '[') : NULL;
14265
0
            if (!type_end || !name_start)
14266
0
                continue;
14267
0
            *type_end = 0; // Overwrite first ']'
14268
0
            name_start++;  // Skip second '['
14269
0
            entry_handler = FindSettingsHandler(type_start);
14270
0
            entry_data = entry_handler ? entry_handler->ReadOpenFn(&g, entry_handler, name_start) : NULL;
14271
0
        }
14272
0
        else if (entry_handler != NULL && entry_data != NULL)
14273
0
        {
14274
            // Let type handler parse the line
14275
0
            entry_handler->ReadLineFn(&g, entry_handler, entry_data, line);
14276
0
        }
14277
0
    }
14278
0
    g.SettingsLoaded = true;
14279
14280
    // [DEBUG] Restore untouched copy so it can be browsed in Metrics (not strictly necessary)
14281
0
    memcpy(buf, ini_data, ini_size);
14282
14283
    // Call post-read handlers
14284
0
    for (ImGuiSettingsHandler& handler : g.SettingsHandlers)
14285
0
        if (handler.ApplyAllFn != NULL)
14286
0
            handler.ApplyAllFn(&g, &handler);
14287
0
}
14288
14289
void ImGui::SaveIniSettingsToDisk(const char* ini_filename)
14290
0
{
14291
0
    ImGuiContext& g = *GImGui;
14292
0
    g.SettingsDirtyTimer = 0.0f;
14293
0
    if (!ini_filename)
14294
0
        return;
14295
14296
0
    size_t ini_data_size = 0;
14297
0
    const char* ini_data = SaveIniSettingsToMemory(&ini_data_size);
14298
0
    ImFileHandle f = ImFileOpen(ini_filename, "wt");
14299
0
    if (!f)
14300
0
        return;
14301
0
    ImFileWrite(ini_data, sizeof(char), ini_data_size, f);
14302
0
    ImFileClose(f);
14303
0
}
14304
14305
// Call registered handlers (e.g. SettingsHandlerWindow_WriteAll() + custom handlers) to write their stuff into a text buffer
14306
const char* ImGui::SaveIniSettingsToMemory(size_t* out_size)
14307
0
{
14308
0
    ImGuiContext& g = *GImGui;
14309
0
    g.SettingsDirtyTimer = 0.0f;
14310
0
    g.SettingsIniData.Buf.resize(0);
14311
0
    g.SettingsIniData.Buf.push_back(0);
14312
0
    for (ImGuiSettingsHandler& handler : g.SettingsHandlers)
14313
0
        handler.WriteAllFn(&g, &handler, &g.SettingsIniData);
14314
0
    if (out_size)
14315
0
        *out_size = (size_t)g.SettingsIniData.size();
14316
0
    return g.SettingsIniData.c_str();
14317
0
}
14318
14319
ImGuiWindowSettings* ImGui::CreateNewWindowSettings(const char* name)
14320
0
{
14321
0
    ImGuiContext& g = *GImGui;
14322
14323
0
    if (g.IO.ConfigDebugIniSettings == false)
14324
0
    {
14325
        // Skip to the "###" marker if any. We don't skip past to match the behavior of GetID()
14326
        // Preserve the full string when ConfigDebugVerboseIniSettings is set to make .ini inspection easier.
14327
0
        if (const char* p = strstr(name, "###"))
14328
0
            name = p;
14329
0
    }
14330
0
    const size_t name_len = strlen(name);
14331
14332
    // Allocate chunk
14333
0
    const size_t chunk_size = sizeof(ImGuiWindowSettings) + name_len + 1;
14334
0
    ImGuiWindowSettings* settings = g.SettingsWindows.alloc_chunk(chunk_size);
14335
0
    IM_PLACEMENT_NEW(settings) ImGuiWindowSettings();
14336
0
    settings->ID = ImHashStr(name, name_len);
14337
0
    memcpy(settings->GetName(), name, name_len + 1);   // Store with zero terminator
14338
14339
0
    return settings;
14340
0
}
14341
14342
// We don't provide a FindWindowSettingsByName() because Docking system doesn't always hold on names.
14343
// This is called once per window .ini entry + once per newly instantiated window.
14344
ImGuiWindowSettings* ImGui::FindWindowSettingsByID(ImGuiID id)
14345
0
{
14346
0
    ImGuiContext& g = *GImGui;
14347
0
    for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
14348
0
        if (settings->ID == id && !settings->WantDelete)
14349
0
            return settings;
14350
0
    return NULL;
14351
0
}
14352
14353
// This is faster if you are holding on a Window already as we don't need to perform a search.
14354
ImGuiWindowSettings* ImGui::FindWindowSettingsByWindow(ImGuiWindow* window)
14355
0
{
14356
0
    ImGuiContext& g = *GImGui;
14357
0
    if (window->SettingsOffset != -1)
14358
0
        return g.SettingsWindows.ptr_from_offset(window->SettingsOffset);
14359
0
    return FindWindowSettingsByID(window->ID);
14360
0
}
14361
14362
// This will revert window to its initial state, including enabling the ImGuiCond_FirstUseEver/ImGuiCond_Once conditions once more.
14363
void ImGui::ClearWindowSettings(const char* name)
14364
0
{
14365
    //IMGUI_DEBUG_LOG("ClearWindowSettings('%s')\n", name);
14366
0
    ImGuiContext& g = *GImGui;
14367
0
    ImGuiWindow* window = FindWindowByName(name);
14368
0
    if (window != NULL)
14369
0
    {
14370
0
        window->Flags |= ImGuiWindowFlags_NoSavedSettings;
14371
0
        InitOrLoadWindowSettings(window, NULL);
14372
0
        if (window->DockId != 0)
14373
0
            DockContextProcessUndockWindow(&g, window, true);
14374
0
    }
14375
0
    if (ImGuiWindowSettings* settings = window ? FindWindowSettingsByWindow(window) : FindWindowSettingsByID(ImHashStr(name)))
14376
0
        settings->WantDelete = true;
14377
0
}
14378
14379
static void WindowSettingsHandler_ClearAll(ImGuiContext* ctx, ImGuiSettingsHandler*)
14380
0
{
14381
0
    ImGuiContext& g = *ctx;
14382
0
    for (ImGuiWindow* window : g.Windows)
14383
0
        window->SettingsOffset = -1;
14384
0
    g.SettingsWindows.clear();
14385
0
}
14386
14387
static void* WindowSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name)
14388
0
{
14389
0
    ImGuiID id = ImHashStr(name);
14390
0
    ImGuiWindowSettings* settings = ImGui::FindWindowSettingsByID(id);
14391
0
    if (settings)
14392
0
        *settings = ImGuiWindowSettings(); // Clear existing if recycling previous entry
14393
0
    else
14394
0
        settings = ImGui::CreateNewWindowSettings(name);
14395
0
    settings->ID = id;
14396
0
    settings->WantApply = true;
14397
0
    return (void*)settings;
14398
0
}
14399
14400
static void WindowSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line)
14401
0
{
14402
0
    ImGuiWindowSettings* settings = (ImGuiWindowSettings*)entry;
14403
0
    int x, y;
14404
0
    int i;
14405
0
    ImU32 u1;
14406
0
    if (sscanf(line, "Pos=%i,%i", &x, &y) == 2)             { settings->Pos = ImVec2ih((short)x, (short)y); }
14407
0
    else if (sscanf(line, "Size=%i,%i", &x, &y) == 2)       { settings->Size = ImVec2ih((short)x, (short)y); }
14408
0
    else if (sscanf(line, "ViewportId=0x%08X", &u1) == 1)   { settings->ViewportId = u1; }
14409
0
    else if (sscanf(line, "ViewportPos=%i,%i", &x, &y) == 2){ settings->ViewportPos = ImVec2ih((short)x, (short)y); }
14410
0
    else if (sscanf(line, "Collapsed=%d", &i) == 1)         { settings->Collapsed = (i != 0); }
14411
0
    else if (sscanf(line, "IsChild=%d", &i) == 1)           { settings->IsChild = (i != 0); }
14412
0
    else if (sscanf(line, "DockId=0x%X,%d", &u1, &i) == 2)  { settings->DockId = u1; settings->DockOrder = (short)i; }
14413
0
    else if (sscanf(line, "DockId=0x%X", &u1) == 1)         { settings->DockId = u1; settings->DockOrder = -1; }
14414
0
    else if (sscanf(line, "ClassId=0x%X", &u1) == 1)        { settings->ClassId = u1; }
14415
0
}
14416
14417
// Apply to existing windows (if any)
14418
static void WindowSettingsHandler_ApplyAll(ImGuiContext* ctx, ImGuiSettingsHandler*)
14419
0
{
14420
0
    ImGuiContext& g = *ctx;
14421
0
    for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
14422
0
        if (settings->WantApply)
14423
0
        {
14424
0
            if (ImGuiWindow* window = ImGui::FindWindowByID(settings->ID))
14425
0
                ApplyWindowSettings(window, settings);
14426
0
            settings->WantApply = false;
14427
0
        }
14428
0
}
14429
14430
static void WindowSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf)
14431
0
{
14432
    // Gather data from windows that were active during this session
14433
    // (if a window wasn't opened in this session we preserve its settings)
14434
0
    ImGuiContext& g = *ctx;
14435
0
    for (ImGuiWindow* window : g.Windows)
14436
0
    {
14437
0
        if (window->Flags & ImGuiWindowFlags_NoSavedSettings)
14438
0
            continue;
14439
14440
0
        ImGuiWindowSettings* settings = ImGui::FindWindowSettingsByWindow(window);
14441
0
        if (!settings)
14442
0
        {
14443
0
            settings = ImGui::CreateNewWindowSettings(window->Name);
14444
0
            window->SettingsOffset = g.SettingsWindows.offset_from_ptr(settings);
14445
0
        }
14446
0
        IM_ASSERT(settings->ID == window->ID);
14447
0
        settings->Pos = ImVec2ih(window->Pos - window->ViewportPos);
14448
0
        settings->Size = ImVec2ih(window->SizeFull);
14449
0
        settings->ViewportId = window->ViewportId;
14450
0
        settings->ViewportPos = ImVec2ih(window->ViewportPos);
14451
0
        IM_ASSERT(window->DockNode == NULL || window->DockNode->ID == window->DockId);
14452
0
        settings->DockId = window->DockId;
14453
0
        settings->ClassId = window->WindowClass.ClassId;
14454
0
        settings->DockOrder = window->DockOrder;
14455
0
        settings->Collapsed = window->Collapsed;
14456
0
        settings->IsChild = (window->RootWindow != window); // Cannot rely on ImGuiWindowFlags_ChildWindow here as docked windows have this set.
14457
0
        settings->WantDelete = false;
14458
0
    }
14459
14460
    // Write to text buffer
14461
0
    buf->reserve(buf->size() + g.SettingsWindows.size() * 6); // ballpark reserve
14462
0
    for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
14463
0
    {
14464
0
        if (settings->WantDelete)
14465
0
            continue;
14466
0
        const char* settings_name = settings->GetName();
14467
0
        buf->appendf("[%s][%s]\n", handler->TypeName, settings_name);
14468
0
        if (settings->IsChild)
14469
0
        {
14470
0
            buf->appendf("IsChild=1\n");
14471
0
            buf->appendf("Size=%d,%d\n", settings->Size.x, settings->Size.y);
14472
0
        }
14473
0
        else
14474
0
        {
14475
0
            if (settings->ViewportId != 0 && settings->ViewportId != ImGui::IMGUI_VIEWPORT_DEFAULT_ID)
14476
0
            {
14477
0
                buf->appendf("ViewportPos=%d,%d\n", settings->ViewportPos.x, settings->ViewportPos.y);
14478
0
                buf->appendf("ViewportId=0x%08X\n", settings->ViewportId);
14479
0
            }
14480
0
            if (settings->Pos.x != 0 || settings->Pos.y != 0 || settings->ViewportId == ImGui::IMGUI_VIEWPORT_DEFAULT_ID)
14481
0
                buf->appendf("Pos=%d,%d\n", settings->Pos.x, settings->Pos.y);
14482
0
            if (settings->Size.x != 0 || settings->Size.y != 0)
14483
0
                buf->appendf("Size=%d,%d\n", settings->Size.x, settings->Size.y);
14484
0
            buf->appendf("Collapsed=%d\n", settings->Collapsed);
14485
0
            if (settings->DockId != 0)
14486
0
            {
14487
                //buf->appendf("TabId=0x%08X\n", ImHashStr("#TAB", 4, settings->ID)); // window->TabId: this is not read back but writing it makes "debugging" the .ini data easier.
14488
0
                if (settings->DockOrder == -1)
14489
0
                    buf->appendf("DockId=0x%08X\n", settings->DockId);
14490
0
                else
14491
0
                    buf->appendf("DockId=0x%08X,%d\n", settings->DockId, settings->DockOrder);
14492
0
                if (settings->ClassId != 0)
14493
0
                    buf->appendf("ClassId=0x%08X\n", settings->ClassId);
14494
0
            }
14495
0
        }
14496
0
        buf->append("\n");
14497
0
    }
14498
0
}
14499
14500
14501
//-----------------------------------------------------------------------------
14502
// [SECTION] LOCALIZATION
14503
//-----------------------------------------------------------------------------
14504
14505
void ImGui::LocalizeRegisterEntries(const ImGuiLocEntry* entries, int count)
14506
0
{
14507
0
    ImGuiContext& g = *GImGui;
14508
0
    for (int n = 0; n < count; n++)
14509
0
        g.LocalizationTable[entries[n].Key] = entries[n].Text;
14510
0
}
14511
14512
14513
//-----------------------------------------------------------------------------
14514
// [SECTION] VIEWPORTS, PLATFORM WINDOWS
14515
//-----------------------------------------------------------------------------
14516
// - GetMainViewport()
14517
// - FindViewportByID()
14518
// - FindViewportByPlatformHandle()
14519
// - SetCurrentViewport() [Internal]
14520
// - SetWindowViewport() [Internal]
14521
// - GetWindowAlwaysWantOwnViewport() [Internal]
14522
// - UpdateTryMergeWindowIntoHostViewport() [Internal]
14523
// - UpdateTryMergeWindowIntoHostViewports() [Internal]
14524
// - TranslateWindowsInViewport() [Internal]
14525
// - ScaleWindowsInViewport() [Internal]
14526
// - FindHoveredViewportFromPlatformWindowStack() [Internal]
14527
// - UpdateViewportsNewFrame() [Internal]
14528
// - UpdateViewportsEndFrame() [Internal]
14529
// - AddUpdateViewport() [Internal]
14530
// - WindowSelectViewport() [Internal]
14531
// - WindowSyncOwnedViewport() [Internal]
14532
// - UpdatePlatformWindows()
14533
// - RenderPlatformWindowsDefault()
14534
// - FindPlatformMonitorForPos() [Internal]
14535
// - FindPlatformMonitorForRect() [Internal]
14536
// - UpdateViewportPlatformMonitor() [Internal]
14537
// - DestroyPlatformWindow() [Internal]
14538
// - DestroyPlatformWindows()
14539
//-----------------------------------------------------------------------------
14540
14541
ImGuiViewport* ImGui::GetMainViewport()
14542
0
{
14543
0
    ImGuiContext& g = *GImGui;
14544
0
    return g.Viewports[0];
14545
0
}
14546
14547
// FIXME: This leaks access to viewports not listed in PlatformIO.Viewports[]. Problematic? (#4236)
14548
ImGuiViewport* ImGui::FindViewportByID(ImGuiID id)
14549
0
{
14550
0
    ImGuiContext& g = *GImGui;
14551
0
    for (ImGuiViewportP* viewport : g.Viewports)
14552
0
        if (viewport->ID == id)
14553
0
            return viewport;
14554
0
    return NULL;
14555
0
}
14556
14557
ImGuiViewport* ImGui::FindViewportByPlatformHandle(void* platform_handle)
14558
0
{
14559
0
    ImGuiContext& g = *GImGui;
14560
0
    for (ImGuiViewportP* viewport : g.Viewports)
14561
0
        if (viewport->PlatformHandle == platform_handle)
14562
0
            return viewport;
14563
0
    return NULL;
14564
0
}
14565
14566
void ImGui::SetCurrentViewport(ImGuiWindow* current_window, ImGuiViewportP* viewport)
14567
0
{
14568
0
    ImGuiContext& g = *GImGui;
14569
0
    (void)current_window;
14570
14571
0
    if (viewport)
14572
0
        viewport->LastFrameActive = g.FrameCount;
14573
0
    if (g.CurrentViewport == viewport)
14574
0
        return;
14575
0
    g.CurrentDpiScale = viewport ? viewport->DpiScale : 1.0f;
14576
0
    g.CurrentViewport = viewport;
14577
    //IMGUI_DEBUG_LOG_VIEWPORT("[viewport] SetCurrentViewport changed '%s' 0x%08X\n", current_window ? current_window->Name : NULL, viewport ? viewport->ID : 0);
14578
14579
    // Notify platform layer of viewport changes
14580
    // FIXME-DPI: This is only currently used for experimenting with handling of multiple DPI
14581
0
    if (g.CurrentViewport && g.PlatformIO.Platform_OnChangedViewport)
14582
0
        g.PlatformIO.Platform_OnChangedViewport(g.CurrentViewport);
14583
0
}
14584
14585
void ImGui::SetWindowViewport(ImGuiWindow* window, ImGuiViewportP* viewport)
14586
0
{
14587
    // Abandon viewport
14588
0
    if (window->ViewportOwned && window->Viewport->Window == window)
14589
0
        window->Viewport->Size = ImVec2(0.0f, 0.0f);
14590
14591
0
    window->Viewport = viewport;
14592
0
    window->ViewportId = viewport->ID;
14593
0
    window->ViewportOwned = (viewport->Window == window);
14594
0
}
14595
14596
static bool ImGui::GetWindowAlwaysWantOwnViewport(ImGuiWindow* window)
14597
0
{
14598
    // Tooltips and menus are not automatically forced into their own viewport when the NoMerge flag is set, however the multiplication of viewports makes them more likely to protrude and create their own.
14599
0
    ImGuiContext& g = *GImGui;
14600
0
    if (g.IO.ConfigViewportsNoAutoMerge || (window->WindowClass.ViewportFlagsOverrideSet & ImGuiViewportFlags_NoAutoMerge))
14601
0
        if (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable)
14602
0
            if (!window->DockIsActive)
14603
0
                if ((window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_Tooltip)) == 0)
14604
0
                    if ((window->Flags & ImGuiWindowFlags_Popup) == 0 || (window->Flags & ImGuiWindowFlags_Modal) != 0)
14605
0
                        return true;
14606
0
    return false;
14607
0
}
14608
14609
static bool ImGui::UpdateTryMergeWindowIntoHostViewport(ImGuiWindow* window, ImGuiViewportP* viewport)
14610
0
{
14611
0
    ImGuiContext& g = *GImGui;
14612
0
    if (window->Viewport == viewport)
14613
0
        return false;
14614
0
    if ((viewport->Flags & ImGuiViewportFlags_CanHostOtherWindows) == 0)
14615
0
        return false;
14616
0
    if ((viewport->Flags & ImGuiViewportFlags_IsMinimized) != 0)
14617
0
        return false;
14618
0
    if (!viewport->GetMainRect().Contains(window->Rect()))
14619
0
        return false;
14620
0
    if (GetWindowAlwaysWantOwnViewport(window))
14621
0
        return false;
14622
14623
    // FIXME: Can't use g.WindowsFocusOrder[] for root windows only as we care about Z order. If we maintained a DisplayOrder along with FocusOrder we could..
14624
0
    for (ImGuiWindow* window_behind : g.Windows)
14625
0
    {
14626
0
        if (window_behind == window)
14627
0
            break;
14628
0
        if (window_behind->WasActive && window_behind->ViewportOwned && !(window_behind->Flags & ImGuiWindowFlags_ChildWindow))
14629
0
            if (window_behind->Viewport->GetMainRect().Overlaps(window->Rect()))
14630
0
                return false;
14631
0
    }
14632
14633
    // Move to the existing viewport, Move child/hosted windows as well (FIXME-OPT: iterate child)
14634
0
    ImGuiViewportP* old_viewport = window->Viewport;
14635
0
    if (window->ViewportOwned)
14636
0
        for (int n = 0; n < g.Windows.Size; n++)
14637
0
            if (g.Windows[n]->Viewport == old_viewport)
14638
0
                SetWindowViewport(g.Windows[n], viewport);
14639
0
    SetWindowViewport(window, viewport);
14640
0
    BringWindowToDisplayFront(window);
14641
14642
0
    return true;
14643
0
}
14644
14645
// FIXME: handle 0 to N host viewports
14646
static bool ImGui::UpdateTryMergeWindowIntoHostViewports(ImGuiWindow* window)
14647
0
{
14648
0
    ImGuiContext& g = *GImGui;
14649
0
    return UpdateTryMergeWindowIntoHostViewport(window, g.Viewports[0]);
14650
0
}
14651
14652
// Translate Dear ImGui windows when a Host Viewport has been moved
14653
// (This additionally keeps windows at the same place when ImGuiConfigFlags_ViewportsEnable is toggled!)
14654
void ImGui::TranslateWindowsInViewport(ImGuiViewportP* viewport, const ImVec2& old_pos, const ImVec2& new_pos)
14655
0
{
14656
0
    ImGuiContext& g = *GImGui;
14657
0
    IM_ASSERT(viewport->Window == NULL && (viewport->Flags & ImGuiViewportFlags_CanHostOtherWindows));
14658
14659
    // 1) We test if ImGuiConfigFlags_ViewportsEnable was just toggled, which allows us to conveniently
14660
    // translate imgui windows from OS-window-local to absolute coordinates or vice-versa.
14661
    // 2) If it's not going to fit into the new size, keep it at same absolute position.
14662
    // One problem with this is that most Win32 applications doesn't update their render while dragging,
14663
    // and so the window will appear to teleport when releasing the mouse.
14664
0
    const bool translate_all_windows = (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) != (g.ConfigFlagsLastFrame & ImGuiConfigFlags_ViewportsEnable);
14665
0
    ImRect test_still_fit_rect(old_pos, old_pos + viewport->Size);
14666
0
    ImVec2 delta_pos = new_pos - old_pos;
14667
0
    for (ImGuiWindow* window : g.Windows) // FIXME-OPT
14668
0
        if (translate_all_windows || (window->Viewport == viewport && test_still_fit_rect.Contains(window->Rect())))
14669
0
            TranslateWindow(window, delta_pos);
14670
0
}
14671
14672
// Scale all windows (position, size). Use when e.g. changing DPI. (This is a lossy operation!)
14673
void ImGui::ScaleWindowsInViewport(ImGuiViewportP* viewport, float scale)
14674
0
{
14675
0
    ImGuiContext& g = *GImGui;
14676
0
    if (viewport->Window)
14677
0
    {
14678
0
        ScaleWindow(viewport->Window, scale);
14679
0
    }
14680
0
    else
14681
0
    {
14682
0
        for (ImGuiWindow* window : g.Windows)
14683
0
            if (window->Viewport == viewport)
14684
0
                ScaleWindow(window, scale);
14685
0
    }
14686
0
}
14687
14688
// If the backend doesn't set MouseLastHoveredViewport or doesn't honor ImGuiViewportFlags_NoInputs, we do a search ourselves.
14689
// A) It won't take account of the possibility that non-imgui windows may be in-between our dragged window and our target window.
14690
// B) It requires Platform_GetWindowFocus to be implemented by backend.
14691
ImGuiViewportP* ImGui::FindHoveredViewportFromPlatformWindowStack(const ImVec2& mouse_platform_pos)
14692
0
{
14693
0
    ImGuiContext& g = *GImGui;
14694
0
    ImGuiViewportP* best_candidate = NULL;
14695
0
    for (ImGuiViewportP* viewport : g.Viewports)
14696
0
        if (!(viewport->Flags & (ImGuiViewportFlags_NoInputs | ImGuiViewportFlags_IsMinimized)) && viewport->GetMainRect().Contains(mouse_platform_pos))
14697
0
            if (best_candidate == NULL || best_candidate->LastFocusedStampCount < viewport->LastFocusedStampCount)
14698
0
                best_candidate = viewport;
14699
0
    return best_candidate;
14700
0
}
14701
14702
// Update viewports and monitor infos
14703
// Note that this is running even if 'ImGuiConfigFlags_ViewportsEnable' is not set, in order to clear unused viewports (if any) and update monitor info.
14704
static void ImGui::UpdateViewportsNewFrame()
14705
0
{
14706
0
    ImGuiContext& g = *GImGui;
14707
0
    IM_ASSERT(g.PlatformIO.Viewports.Size <= g.Viewports.Size);
14708
14709
    // Update Minimized status (we need it first in order to decide if we'll apply Pos/Size of the main viewport)
14710
    // Update Focused status
14711
0
    const bool viewports_enabled = (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) != 0;
14712
0
    if (viewports_enabled)
14713
0
    {
14714
0
        ImGuiViewportP* focused_viewport = NULL;
14715
0
        for (ImGuiViewportP* viewport : g.Viewports)
14716
0
        {
14717
0
            const bool platform_funcs_available = viewport->PlatformWindowCreated;
14718
0
            if (g.PlatformIO.Platform_GetWindowMinimized && platform_funcs_available)
14719
0
            {
14720
0
                bool is_minimized = g.PlatformIO.Platform_GetWindowMinimized(viewport);
14721
0
                if (is_minimized)
14722
0
                    viewport->Flags |= ImGuiViewportFlags_IsMinimized;
14723
0
                else
14724
0
                    viewport->Flags &= ~ImGuiViewportFlags_IsMinimized;
14725
0
            }
14726
14727
            // Update our implicit z-order knowledge of platform windows, which is used when the backend cannot provide io.MouseHoveredViewport.
14728
            // When setting Platform_GetWindowFocus, it is expected that the platform backend can handle calls without crashing if it doesn't have data stored.
14729
0
            if (g.PlatformIO.Platform_GetWindowFocus && platform_funcs_available)
14730
0
            {
14731
0
                bool is_focused = g.PlatformIO.Platform_GetWindowFocus(viewport);
14732
0
                if (is_focused)
14733
0
                    viewport->Flags |= ImGuiViewportFlags_IsFocused;
14734
0
                else
14735
0
                    viewport->Flags &= ~ImGuiViewportFlags_IsFocused;
14736
0
                if (is_focused)
14737
0
                    focused_viewport = viewport;
14738
0
            }
14739
0
        }
14740
14741
        // Focused viewport has changed?
14742
0
        if (focused_viewport && g.PlatformLastFocusedViewportId != focused_viewport->ID)
14743
0
        {
14744
0
            IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Focused viewport changed %08X -> %08X, attempting to apply our focus.\n", g.PlatformLastFocusedViewportId, focused_viewport->ID);
14745
0
            const ImGuiViewport* prev_focused_viewport = FindViewportByID(g.PlatformLastFocusedViewportId);
14746
0
            const bool prev_focused_has_been_destroyed = (prev_focused_viewport == NULL) || (prev_focused_viewport->PlatformWindowCreated == false);
14747
14748
            // Store a tag so we can infer z-order easily from all our windows
14749
            // We compare PlatformLastFocusedViewportId so newly created viewports with _NoFocusOnAppearing flag
14750
            // will keep the front most stamp instead of losing it back to their parent viewport.
14751
0
            if (focused_viewport->LastFocusedStampCount != g.ViewportFocusedStampCount)
14752
0
                focused_viewport->LastFocusedStampCount = ++g.ViewportFocusedStampCount;
14753
0
            g.PlatformLastFocusedViewportId = focused_viewport->ID;
14754
14755
            // Focus associated dear imgui window
14756
            // - if focus didn't happen with a click within imgui boundaries, e.g. Clicking platform title bar. (#6299)
14757
            // - if focus didn't happen because we destroyed another window (#6462)
14758
            // FIXME: perhaps 'FocusTopMostWindowUnderOne()' can handle the 'focused_window->Window != NULL' case as well.
14759
0
            const bool apply_imgui_focus_on_focused_viewport = !IsAnyMouseDown() && !prev_focused_has_been_destroyed;
14760
0
            if (apply_imgui_focus_on_focused_viewport)
14761
0
            {
14762
0
                focused_viewport->LastFocusedHadNavWindow |= (g.NavWindow != NULL) && (g.NavWindow->Viewport == focused_viewport); // Update so a window changing viewport won't lose focus.
14763
0
                ImGuiFocusRequestFlags focus_request_flags = ImGuiFocusRequestFlags_UnlessBelowModal | ImGuiFocusRequestFlags_RestoreFocusedChild;
14764
0
                if (focused_viewport->Window != NULL)
14765
0
                    FocusWindow(focused_viewport->Window, focus_request_flags);
14766
0
                else if (focused_viewport->LastFocusedHadNavWindow)
14767
0
                    FocusTopMostWindowUnderOne(NULL, NULL, focused_viewport, focus_request_flags); // Focus top most in viewport
14768
0
                else
14769
0
                    FocusWindow(NULL, focus_request_flags); // No window had focus last time viewport was focused
14770
0
            }
14771
0
        }
14772
0
        if (focused_viewport)
14773
0
            focused_viewport->LastFocusedHadNavWindow = (g.NavWindow != NULL) && (g.NavWindow->Viewport == focused_viewport);
14774
0
    }
14775
14776
    // Create/update main viewport with current platform position.
14777
    // FIXME-VIEWPORT: Size is driven by backend/user code for backward-compatibility but we should aim to make this more consistent.
14778
0
    ImGuiViewportP* main_viewport = g.Viewports[0];
14779
0
    IM_ASSERT(main_viewport->ID == IMGUI_VIEWPORT_DEFAULT_ID);
14780
0
    IM_ASSERT(main_viewport->Window == NULL);
14781
0
    ImVec2 main_viewport_pos = viewports_enabled ? g.PlatformIO.Platform_GetWindowPos(main_viewport) : ImVec2(0.0f, 0.0f);
14782
0
    ImVec2 main_viewport_size = g.IO.DisplaySize;
14783
0
    if (viewports_enabled && (main_viewport->Flags & ImGuiViewportFlags_IsMinimized))
14784
0
    {
14785
0
        main_viewport_pos = main_viewport->Pos;    // Preserve last pos/size when minimized (FIXME: We don't do the same for Size outside of the viewport path)
14786
0
        main_viewport_size = main_viewport->Size;
14787
0
    }
14788
0
    AddUpdateViewport(NULL, IMGUI_VIEWPORT_DEFAULT_ID, main_viewport_pos, main_viewport_size, ImGuiViewportFlags_OwnedByApp | ImGuiViewportFlags_CanHostOtherWindows);
14789
14790
0
    g.CurrentDpiScale = 0.0f;
14791
0
    g.CurrentViewport = NULL;
14792
0
    g.MouseViewport = NULL;
14793
0
    for (int n = 0; n < g.Viewports.Size; n++)
14794
0
    {
14795
0
        ImGuiViewportP* viewport = g.Viewports[n];
14796
0
        viewport->Idx = n;
14797
14798
        // Erase unused viewports
14799
0
        if (n > 0 && viewport->LastFrameActive < g.FrameCount - 2)
14800
0
        {
14801
0
            DestroyViewport(viewport);
14802
0
            n--;
14803
0
            continue;
14804
0
        }
14805
14806
0
        const bool platform_funcs_available = viewport->PlatformWindowCreated;
14807
0
        if (viewports_enabled)
14808
0
        {
14809
            // Update Position and Size (from Platform Window to ImGui) if requested.
14810
            // We do it early in the frame instead of waiting for UpdatePlatformWindows() to avoid a frame of lag when moving/resizing using OS facilities.
14811
0
            if (!(viewport->Flags & ImGuiViewportFlags_IsMinimized) && platform_funcs_available)
14812
0
            {
14813
                // Viewport->WorkPos and WorkSize will be updated below
14814
0
                if (viewport->PlatformRequestMove)
14815
0
                    viewport->Pos = viewport->LastPlatformPos = g.PlatformIO.Platform_GetWindowPos(viewport);
14816
0
                if (viewport->PlatformRequestResize)
14817
0
                    viewport->Size = viewport->LastPlatformSize = g.PlatformIO.Platform_GetWindowSize(viewport);
14818
0
            }
14819
0
        }
14820
14821
        // Update/copy monitor info
14822
0
        UpdateViewportPlatformMonitor(viewport);
14823
14824
        // Lock down space taken by menu bars and status bars, reset the offset for functions like BeginMainMenuBar() to alter them again.
14825
0
        viewport->WorkOffsetMin = viewport->BuildWorkOffsetMin;
14826
0
        viewport->WorkOffsetMax = viewport->BuildWorkOffsetMax;
14827
0
        viewport->BuildWorkOffsetMin = viewport->BuildWorkOffsetMax = ImVec2(0.0f, 0.0f);
14828
0
        viewport->UpdateWorkRect();
14829
14830
        // Reset alpha every frame. Users of transparency (docking) needs to request a lower alpha back.
14831
0
        viewport->Alpha = 1.0f;
14832
14833
        // Translate Dear ImGui windows when a Host Viewport has been moved
14834
        // (This additionally keeps windows at the same place when ImGuiConfigFlags_ViewportsEnable is toggled!)
14835
0
        const ImVec2 viewport_delta_pos = viewport->Pos - viewport->LastPos;
14836
0
        if ((viewport->Flags & ImGuiViewportFlags_CanHostOtherWindows) && (viewport_delta_pos.x != 0.0f || viewport_delta_pos.y != 0.0f))
14837
0
            TranslateWindowsInViewport(viewport, viewport->LastPos, viewport->Pos);
14838
14839
        // Update DPI scale
14840
0
        float new_dpi_scale;
14841
0
        if (g.PlatformIO.Platform_GetWindowDpiScale && platform_funcs_available)
14842
0
            new_dpi_scale = g.PlatformIO.Platform_GetWindowDpiScale(viewport);
14843
0
        else if (viewport->PlatformMonitor != -1)
14844
0
            new_dpi_scale = g.PlatformIO.Monitors[viewport->PlatformMonitor].DpiScale;
14845
0
        else
14846
0
            new_dpi_scale = (viewport->DpiScale != 0.0f) ? viewport->DpiScale : 1.0f;
14847
0
        if (viewport->DpiScale != 0.0f && new_dpi_scale != viewport->DpiScale)
14848
0
        {
14849
0
            float scale_factor = new_dpi_scale / viewport->DpiScale;
14850
0
            if (g.IO.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleViewports)
14851
0
                ScaleWindowsInViewport(viewport, scale_factor);
14852
            //if (viewport == GetMainViewport())
14853
            //    g.PlatformInterface.SetWindowSize(viewport, viewport->Size * scale_factor);
14854
14855
            // Scale our window moving pivot so that the window will rescale roughly around the mouse position.
14856
            // FIXME-VIEWPORT: This currently creates a resizing feedback loop when a window is straddling a DPI transition border.
14857
            // (Minor: since our sizes do not perfectly linearly scale, deferring the click offset scale until we know the actual window scale ratio may get us slightly more precise mouse positioning.)
14858
            //if (g.MovingWindow != NULL && g.MovingWindow->Viewport == viewport)
14859
            //    g.ActiveIdClickOffset = ImTrunc(g.ActiveIdClickOffset * scale_factor);
14860
0
        }
14861
0
        viewport->DpiScale = new_dpi_scale;
14862
0
    }
14863
14864
    // Update fallback monitor
14865
0
    g.PlatformMonitorsFullWorkRect = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX);
14866
0
    if (g.PlatformIO.Monitors.Size == 0)
14867
0
    {
14868
0
        ImGuiPlatformMonitor* monitor = &g.FallbackMonitor;
14869
0
        monitor->MainPos = main_viewport->Pos;
14870
0
        monitor->MainSize = main_viewport->Size;
14871
0
        monitor->WorkPos = main_viewport->WorkPos;
14872
0
        monitor->WorkSize = main_viewport->WorkSize;
14873
0
        monitor->DpiScale = main_viewport->DpiScale;
14874
0
        g.PlatformMonitorsFullWorkRect.Add(monitor->WorkPos);
14875
0
        g.PlatformMonitorsFullWorkRect.Add(monitor->WorkPos + monitor->WorkSize);
14876
0
    }
14877
0
    for (ImGuiPlatformMonitor& monitor : g.PlatformIO.Monitors)
14878
0
    {
14879
0
        g.PlatformMonitorsFullWorkRect.Add(monitor.WorkPos);
14880
0
        g.PlatformMonitorsFullWorkRect.Add(monitor.WorkPos + monitor.WorkSize);
14881
0
    }
14882
14883
0
    if (!viewports_enabled)
14884
0
    {
14885
0
        g.MouseViewport = main_viewport;
14886
0
        return;
14887
0
    }
14888
14889
    // Mouse handling: decide on the actual mouse viewport for this frame between the active/focused viewport and the hovered viewport.
14890
    // Note that 'viewport_hovered' should skip over any viewport that has the ImGuiViewportFlags_NoInputs flags set.
14891
0
    ImGuiViewportP* viewport_hovered = NULL;
14892
0
    if (g.IO.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport)
14893
0
    {
14894
0
        viewport_hovered = g.IO.MouseHoveredViewport ? (ImGuiViewportP*)FindViewportByID(g.IO.MouseHoveredViewport) : NULL;
14895
0
        if (viewport_hovered && (viewport_hovered->Flags & ImGuiViewportFlags_NoInputs))
14896
0
            viewport_hovered = FindHoveredViewportFromPlatformWindowStack(g.IO.MousePos); // Backend failed to handle _NoInputs viewport: revert to our fallback.
14897
0
    }
14898
0
    else
14899
0
    {
14900
        // If the backend doesn't know how to honor ImGuiViewportFlags_NoInputs, we do a search ourselves. Note that this search:
14901
        // A) won't take account of the possibility that non-imgui windows may be in-between our dragged window and our target window.
14902
        // B) won't take account of how the backend apply parent<>child relationship to secondary viewports, which affects their Z order.
14903
        // C) uses LastFrameAsRefViewport as a flawed replacement for the last time a window was focused (we could/should fix that by introducing Focus functions in PlatformIO)
14904
0
        viewport_hovered = FindHoveredViewportFromPlatformWindowStack(g.IO.MousePos);
14905
0
    }
14906
0
    if (viewport_hovered != NULL)
14907
0
        g.MouseLastHoveredViewport = viewport_hovered;
14908
0
    else if (g.MouseLastHoveredViewport == NULL)
14909
0
        g.MouseLastHoveredViewport = g.Viewports[0];
14910
14911
    // Update mouse reference viewport
14912
    // (when moving a window we aim at its viewport, but this will be overwritten below if we go in drag and drop mode)
14913
    // (MovingViewport->Viewport will be NULL in the rare situation where the window disappared while moving, set UpdateMouseMovingWindowNewFrame() for details)
14914
0
    if (g.MovingWindow && g.MovingWindow->Viewport)
14915
0
        g.MouseViewport = g.MovingWindow->Viewport;
14916
0
    else
14917
0
        g.MouseViewport = g.MouseLastHoveredViewport;
14918
14919
    // When dragging something, always refer to the last hovered viewport.
14920
    // - when releasing a moving window we will revert to aiming behind (at viewport_hovered)
14921
    // - when we are between viewports, our dragged preview will tend to show in the last viewport _even_ if we don't have tooltips in their viewports (when lacking monitor info)
14922
    // - consider the case of holding on a menu item to browse child menus: even thou a mouse button is held, there's no active id because menu items only react on mouse release.
14923
    // FIXME-VIEWPORT: This is essentially broken, when ImGuiBackendFlags_HasMouseHoveredViewport is set we want to trust when viewport_hovered==NULL and use that.
14924
0
    const bool is_mouse_dragging_with_an_expected_destination = g.DragDropActive;
14925
0
    if (is_mouse_dragging_with_an_expected_destination && viewport_hovered == NULL)
14926
0
        viewport_hovered = g.MouseLastHoveredViewport;
14927
0
    if (is_mouse_dragging_with_an_expected_destination || g.ActiveId == 0 || !IsAnyMouseDown())
14928
0
        if (viewport_hovered != NULL && viewport_hovered != g.MouseViewport && !(viewport_hovered->Flags & ImGuiViewportFlags_NoInputs))
14929
0
            g.MouseViewport = viewport_hovered;
14930
14931
0
    IM_ASSERT(g.MouseViewport != NULL);
14932
0
}
14933
14934
// Update user-facing viewport list (g.Viewports -> g.PlatformIO.Viewports after filtering out some)
14935
static void ImGui::UpdateViewportsEndFrame()
14936
0
{
14937
0
    ImGuiContext& g = *GImGui;
14938
0
    g.PlatformIO.Viewports.resize(0);
14939
0
    for (int i = 0; i < g.Viewports.Size; i++)
14940
0
    {
14941
0
        ImGuiViewportP* viewport = g.Viewports[i];
14942
0
        viewport->LastPos = viewport->Pos;
14943
0
        if (viewport->LastFrameActive < g.FrameCount || viewport->Size.x <= 0.0f || viewport->Size.y <= 0.0f)
14944
0
            if (i > 0) // Always include main viewport in the list
14945
0
                continue;
14946
0
        if (viewport->Window && !IsWindowActiveAndVisible(viewport->Window))
14947
0
            continue;
14948
0
        if (i > 0)
14949
0
            IM_ASSERT(viewport->Window != NULL);
14950
0
        g.PlatformIO.Viewports.push_back(viewport);
14951
0
    }
14952
0
    g.Viewports[0]->ClearRequestFlags(); // Clear main viewport flags because UpdatePlatformWindows() won't do it and may not even be called
14953
0
}
14954
14955
// FIXME: We should ideally refactor the system to call this every frame (we currently don't)
14956
ImGuiViewportP* ImGui::AddUpdateViewport(ImGuiWindow* window, ImGuiID id, const ImVec2& pos, const ImVec2& size, ImGuiViewportFlags flags)
14957
0
{
14958
0
    ImGuiContext& g = *GImGui;
14959
0
    IM_ASSERT(id != 0);
14960
14961
0
    flags |= ImGuiViewportFlags_IsPlatformWindow;
14962
0
    if (window != NULL)
14963
0
    {
14964
0
        if (g.MovingWindow && g.MovingWindow->RootWindowDockTree == window)
14965
0
            flags |= ImGuiViewportFlags_NoInputs | ImGuiViewportFlags_NoFocusOnAppearing;
14966
0
        if ((window->Flags & ImGuiWindowFlags_NoMouseInputs) && (window->Flags & ImGuiWindowFlags_NoNavInputs))
14967
0
            flags |= ImGuiViewportFlags_NoInputs;
14968
0
        if (window->Flags & ImGuiWindowFlags_NoFocusOnAppearing)
14969
0
            flags |= ImGuiViewportFlags_NoFocusOnAppearing;
14970
0
    }
14971
14972
0
    ImGuiViewportP* viewport = (ImGuiViewportP*)FindViewportByID(id);
14973
0
    if (viewport)
14974
0
    {
14975
        // Always update for main viewport as we are already pulling correct platform pos/size (see #4900)
14976
0
        if (!viewport->PlatformRequestMove || viewport->ID == IMGUI_VIEWPORT_DEFAULT_ID)
14977
0
            viewport->Pos = pos;
14978
0
        if (!viewport->PlatformRequestResize || viewport->ID == IMGUI_VIEWPORT_DEFAULT_ID)
14979
0
            viewport->Size = size;
14980
0
        viewport->Flags = flags | (viewport->Flags & (ImGuiViewportFlags_IsMinimized | ImGuiViewportFlags_IsFocused)); // Preserve existing flags
14981
0
    }
14982
0
    else
14983
0
    {
14984
        // New viewport
14985
0
        viewport = IM_NEW(ImGuiViewportP)();
14986
0
        viewport->ID = id;
14987
0
        viewport->Idx = g.Viewports.Size;
14988
0
        viewport->Pos = viewport->LastPos = pos;
14989
0
        viewport->Size = size;
14990
0
        viewport->Flags = flags;
14991
0
        UpdateViewportPlatformMonitor(viewport);
14992
0
        g.Viewports.push_back(viewport);
14993
0
        g.ViewportCreatedCount++;
14994
0
        IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Add Viewport %08X '%s'\n", id, window ? window->Name : "<NULL>");
14995
14996
        // We normally setup for all viewports in NewFrame() but here need to handle the mid-frame creation of a new viewport.
14997
        // We need to extend the fullscreen clip rect so the OverlayDrawList clip is correct for that the first frame
14998
0
        g.DrawListSharedData.ClipRectFullscreen.x = ImMin(g.DrawListSharedData.ClipRectFullscreen.x, viewport->Pos.x);
14999
0
        g.DrawListSharedData.ClipRectFullscreen.y = ImMin(g.DrawListSharedData.ClipRectFullscreen.y, viewport->Pos.y);
15000
0
        g.DrawListSharedData.ClipRectFullscreen.z = ImMax(g.DrawListSharedData.ClipRectFullscreen.z, viewport->Pos.x + viewport->Size.x);
15001
0
        g.DrawListSharedData.ClipRectFullscreen.w = ImMax(g.DrawListSharedData.ClipRectFullscreen.w, viewport->Pos.y + viewport->Size.y);
15002
15003
        // Store initial DpiScale before the OS platform window creation, based on expected monitor data.
15004
        // This is so we can select an appropriate font size on the first frame of our window lifetime
15005
0
        if (viewport->PlatformMonitor != -1)
15006
0
            viewport->DpiScale = g.PlatformIO.Monitors[viewport->PlatformMonitor].DpiScale;
15007
0
    }
15008
15009
0
    viewport->Window = window;
15010
0
    viewport->LastFrameActive = g.FrameCount;
15011
0
    viewport->UpdateWorkRect();
15012
0
    IM_ASSERT(window == NULL || viewport->ID == window->ID);
15013
15014
0
    if (window != NULL)
15015
0
        window->ViewportOwned = true;
15016
15017
0
    return viewport;
15018
0
}
15019
15020
static void ImGui::DestroyViewport(ImGuiViewportP* viewport)
15021
0
{
15022
    // Clear references to this viewport in windows (window->ViewportId becomes the master data)
15023
0
    ImGuiContext& g = *GImGui;
15024
0
    for (ImGuiWindow* window : g.Windows)
15025
0
    {
15026
0
        if (window->Viewport != viewport)
15027
0
            continue;
15028
0
        window->Viewport = NULL;
15029
0
        window->ViewportOwned = false;
15030
0
    }
15031
0
    if (viewport == g.MouseLastHoveredViewport)
15032
0
        g.MouseLastHoveredViewport = NULL;
15033
15034
    // Destroy
15035
0
    IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Delete Viewport %08X '%s'\n", viewport->ID, viewport->Window ? viewport->Window->Name : "n/a");
15036
0
    DestroyPlatformWindow(viewport); // In most circumstances the platform window will already be destroyed here.
15037
0
    IM_ASSERT(g.PlatformIO.Viewports.contains(viewport) == false);
15038
0
    IM_ASSERT(g.Viewports[viewport->Idx] == viewport);
15039
0
    g.Viewports.erase(g.Viewports.Data + viewport->Idx);
15040
0
    IM_DELETE(viewport);
15041
0
}
15042
15043
// FIXME-VIEWPORT: This is all super messy and ought to be clarified or rewritten.
15044
static void ImGui::WindowSelectViewport(ImGuiWindow* window)
15045
0
{
15046
0
    ImGuiContext& g = *GImGui;
15047
0
    ImGuiWindowFlags flags = window->Flags;
15048
0
    window->ViewportAllowPlatformMonitorExtend = -1;
15049
15050
    // Restore main viewport if multi-viewport is not supported by the backend
15051
0
    ImGuiViewportP* main_viewport = (ImGuiViewportP*)(void*)GetMainViewport();
15052
0
    if (!(g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable))
15053
0
    {
15054
0
        SetWindowViewport(window, main_viewport);
15055
0
        return;
15056
0
    }
15057
0
    window->ViewportOwned = false;
15058
15059
    // Appearing popups reset their viewport so they can inherit again
15060
0
    if ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && window->Appearing)
15061
0
    {
15062
0
        window->Viewport = NULL;
15063
0
        window->ViewportId = 0;
15064
0
    }
15065
15066
0
    if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasViewport) == 0)
15067
0
    {
15068
        // By default inherit from parent window
15069
0
        if (window->Viewport == NULL && window->ParentWindow && (!window->ParentWindow->IsFallbackWindow || window->ParentWindow->WasActive))
15070
0
            window->Viewport = window->ParentWindow->Viewport;
15071
15072
        // Attempt to restore saved viewport id (= window that hasn't been activated yet), try to restore the viewport based on saved 'window->ViewportPos' restored from .ini file
15073
0
        if (window->Viewport == NULL && window->ViewportId != 0)
15074
0
        {
15075
0
            window->Viewport = (ImGuiViewportP*)FindViewportByID(window->ViewportId);
15076
0
            if (window->Viewport == NULL && window->ViewportPos.x != FLT_MAX && window->ViewportPos.y != FLT_MAX)
15077
0
                window->Viewport = AddUpdateViewport(window, window->ID, window->ViewportPos, window->Size, ImGuiViewportFlags_None);
15078
0
        }
15079
0
    }
15080
15081
0
    bool lock_viewport = false;
15082
0
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasViewport)
15083
0
    {
15084
        // Code explicitly request a viewport
15085
0
        window->Viewport = (ImGuiViewportP*)FindViewportByID(g.NextWindowData.ViewportId);
15086
0
        window->ViewportId = g.NextWindowData.ViewportId; // Store ID even if Viewport isn't resolved yet.
15087
0
        if (window->Viewport && (window->Flags & ImGuiWindowFlags_DockNodeHost) != 0 && window->Viewport->Window != NULL)
15088
0
        {
15089
0
            window->Viewport->Window = window;
15090
0
            window->Viewport->ID = window->ViewportId = window->ID; // Overwrite ID (always owned by node)
15091
0
        }
15092
0
        lock_viewport = true;
15093
0
    }
15094
0
    else if ((flags & ImGuiWindowFlags_ChildWindow) || (flags & ImGuiWindowFlags_ChildMenu))
15095
0
    {
15096
        // Always inherit viewport from parent window
15097
0
        if (window->DockNode && window->DockNode->HostWindow)
15098
0
            IM_ASSERT(window->DockNode->HostWindow->Viewport == window->ParentWindow->Viewport);
15099
0
        window->Viewport = window->ParentWindow->Viewport;
15100
0
    }
15101
0
    else if (window->DockNode && window->DockNode->HostWindow)
15102
0
    {
15103
        // This covers the "always inherit viewport from parent window" case for when a window reattach to a node that was just created mid-frame
15104
0
        window->Viewport = window->DockNode->HostWindow->Viewport;
15105
0
    }
15106
0
    else if (flags & ImGuiWindowFlags_Tooltip)
15107
0
    {
15108
0
        window->Viewport = g.MouseViewport;
15109
0
    }
15110
0
    else if (GetWindowAlwaysWantOwnViewport(window))
15111
0
    {
15112
0
        window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_None);
15113
0
    }
15114
0
    else if (g.MovingWindow && g.MovingWindow->RootWindowDockTree == window && IsMousePosValid())
15115
0
    {
15116
0
        if (window->Viewport != NULL && window->Viewport->Window == window)
15117
0
            window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_None);
15118
0
    }
15119
0
    else
15120
0
    {
15121
        // Merge into host viewport?
15122
        // We cannot test window->ViewportOwned as it set lower in the function.
15123
        // Testing (g.ActiveId == 0 || g.ActiveIdAllowOverlap) to avoid merging during a short-term widget interaction. Main intent was to avoid during resize (see #4212)
15124
0
        bool try_to_merge_into_host_viewport = (window->Viewport && window == window->Viewport->Window && (g.ActiveId == 0 || g.ActiveIdAllowOverlap));
15125
0
        if (try_to_merge_into_host_viewport)
15126
0
            UpdateTryMergeWindowIntoHostViewports(window);
15127
0
    }
15128
15129
    // Fallback: merge in default viewport if z-order matches, otherwise create a new viewport
15130
0
    if (window->Viewport == NULL)
15131
0
        if (!UpdateTryMergeWindowIntoHostViewport(window, main_viewport))
15132
0
            window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_None);
15133
15134
    // Mark window as allowed to protrude outside of its viewport and into the current monitor
15135
0
    if (!lock_viewport)
15136
0
    {
15137
0
        if (flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup))
15138
0
        {
15139
            // We need to take account of the possibility that mouse may become invalid.
15140
            // Popups/Tooltip always set ViewportAllowPlatformMonitorExtend so GetWindowAllowedExtentRect() will return full monitor bounds.
15141
0
            ImVec2 mouse_ref = (flags & ImGuiWindowFlags_Tooltip) ? g.IO.MousePos : g.BeginPopupStack.back().OpenMousePos;
15142
0
            bool use_mouse_ref = (g.NavDisableHighlight || !g.NavDisableMouseHover || !g.NavWindow);
15143
0
            bool mouse_valid = IsMousePosValid(&mouse_ref);
15144
0
            if ((window->Appearing || (flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_ChildMenu))) && (!use_mouse_ref || mouse_valid))
15145
0
                window->ViewportAllowPlatformMonitorExtend = FindPlatformMonitorForPos((use_mouse_ref && mouse_valid) ? mouse_ref : NavCalcPreferredRefPos());
15146
0
            else
15147
0
                window->ViewportAllowPlatformMonitorExtend = window->Viewport->PlatformMonitor;
15148
0
        }
15149
0
        else if (window->Viewport && window != window->Viewport->Window && window->Viewport->Window && !(flags & ImGuiWindowFlags_ChildWindow) && window->DockNode == NULL)
15150
0
        {
15151
            // When called from Begin() we don't have access to a proper version of the Hidden flag yet, so we replicate this code.
15152
0
            const bool will_be_visible = (window->DockIsActive && !window->DockTabIsVisible) ? false : true;
15153
0
            if ((window->Flags & ImGuiWindowFlags_DockNodeHost) && window->Viewport->LastFrameActive < g.FrameCount && will_be_visible)
15154
0
            {
15155
                // Steal/transfer ownership
15156
0
                IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Window '%s' steal Viewport %08X from Window '%s'\n", window->Name, window->Viewport->ID, window->Viewport->Window->Name);
15157
0
                window->Viewport->Window = window;
15158
0
                window->Viewport->ID = window->ID;
15159
0
                window->Viewport->LastNameHash = 0;
15160
0
            }
15161
0
            else if (!UpdateTryMergeWindowIntoHostViewports(window)) // Merge?
15162
0
            {
15163
                // New viewport
15164
0
                window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_NoFocusOnAppearing);
15165
0
            }
15166
0
        }
15167
0
        else if (window->ViewportAllowPlatformMonitorExtend < 0 && (flags & ImGuiWindowFlags_ChildWindow) == 0)
15168
0
        {
15169
            // Regular (non-child, non-popup) windows by default are also allowed to protrude
15170
            // Child windows are kept contained within their parent.
15171
0
            window->ViewportAllowPlatformMonitorExtend = window->Viewport->PlatformMonitor;
15172
0
        }
15173
0
    }
15174
15175
    // Update flags
15176
0
    window->ViewportOwned = (window == window->Viewport->Window);
15177
0
    window->ViewportId = window->Viewport->ID;
15178
15179
    // If the OS window has a title bar, hide our imgui title bar
15180
    //if (window->ViewportOwned && !(window->Viewport->Flags & ImGuiViewportFlags_NoDecoration))
15181
    //    window->Flags |= ImGuiWindowFlags_NoTitleBar;
15182
0
}
15183
15184
void ImGui::WindowSyncOwnedViewport(ImGuiWindow* window, ImGuiWindow* parent_window_in_stack)
15185
0
{
15186
0
    ImGuiContext& g = *GImGui;
15187
15188
0
    bool viewport_rect_changed = false;
15189
15190
    // Synchronize window --> viewport in most situations
15191
    // Synchronize viewport -> window in case the platform window has been moved or resized from the OS/WM
15192
0
    if (window->Viewport->PlatformRequestMove)
15193
0
    {
15194
0
        window->Pos = window->Viewport->Pos;
15195
0
        MarkIniSettingsDirty(window);
15196
0
    }
15197
0
    else if (memcmp(&window->Viewport->Pos, &window->Pos, sizeof(window->Pos)) != 0)
15198
0
    {
15199
0
        viewport_rect_changed = true;
15200
0
        window->Viewport->Pos = window->Pos;
15201
0
    }
15202
15203
0
    if (window->Viewport->PlatformRequestResize)
15204
0
    {
15205
0
        window->Size = window->SizeFull = window->Viewport->Size;
15206
0
        MarkIniSettingsDirty(window);
15207
0
    }
15208
0
    else if (memcmp(&window->Viewport->Size, &window->Size, sizeof(window->Size)) != 0)
15209
0
    {
15210
0
        viewport_rect_changed = true;
15211
0
        window->Viewport->Size = window->Size;
15212
0
    }
15213
0
    window->Viewport->UpdateWorkRect();
15214
15215
    // The viewport may have changed monitor since the global update in UpdateViewportsNewFrame()
15216
    // Either a SetNextWindowPos() call in the current frame or a SetWindowPos() call in the previous frame may have this effect.
15217
0
    if (viewport_rect_changed)
15218
0
        UpdateViewportPlatformMonitor(window->Viewport);
15219
15220
    // Update common viewport flags
15221
0
    const ImGuiViewportFlags viewport_flags_to_clear = ImGuiViewportFlags_TopMost | ImGuiViewportFlags_NoTaskBarIcon | ImGuiViewportFlags_NoDecoration | ImGuiViewportFlags_NoRendererClear;
15222
0
    ImGuiViewportFlags viewport_flags = window->Viewport->Flags & ~viewport_flags_to_clear;
15223
0
    ImGuiWindowFlags window_flags = window->Flags;
15224
0
    const bool is_modal = (window_flags & ImGuiWindowFlags_Modal) != 0;
15225
0
    const bool is_short_lived_floating_window = (window_flags & (ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup)) != 0;
15226
0
    if (window_flags & ImGuiWindowFlags_Tooltip)
15227
0
        viewport_flags |= ImGuiViewportFlags_TopMost;
15228
0
    if ((g.IO.ConfigViewportsNoTaskBarIcon || is_short_lived_floating_window) && !is_modal)
15229
0
        viewport_flags |= ImGuiViewportFlags_NoTaskBarIcon;
15230
0
    if (g.IO.ConfigViewportsNoDecoration || is_short_lived_floating_window)
15231
0
        viewport_flags |= ImGuiViewportFlags_NoDecoration;
15232
15233
    // Not correct to set modal as topmost because:
15234
    // - Because other popups can be stacked above a modal (e.g. combo box in a modal)
15235
    // - ImGuiViewportFlags_TopMost is currently handled different in backends: in Win32 it is "appear top most" whereas in GLFW and SDL it is "stay topmost"
15236
    //if (flags & ImGuiWindowFlags_Modal)
15237
    //    viewport_flags |= ImGuiViewportFlags_TopMost;
15238
15239
    // For popups and menus that may be protruding out of their parent viewport, we enable _NoFocusOnClick so that clicking on them
15240
    // won't steal the OS focus away from their parent window (which may be reflected in OS the title bar decoration).
15241
    // Setting _NoFocusOnClick would technically prevent us from bringing back to front in case they are being covered by an OS window from a different app,
15242
    // but it shouldn't be much of a problem considering those are already popups that are closed when clicking elsewhere.
15243
0
    if (is_short_lived_floating_window && !is_modal)
15244
0
        viewport_flags |= ImGuiViewportFlags_NoFocusOnAppearing | ImGuiViewportFlags_NoFocusOnClick;
15245
15246
    // We can overwrite viewport flags using ImGuiWindowClass (advanced users)
15247
0
    if (window->WindowClass.ViewportFlagsOverrideSet)
15248
0
        viewport_flags |= window->WindowClass.ViewportFlagsOverrideSet;
15249
0
    if (window->WindowClass.ViewportFlagsOverrideClear)
15250
0
        viewport_flags &= ~window->WindowClass.ViewportFlagsOverrideClear;
15251
15252
    // We can also tell the backend that clearing the platform window won't be necessary,
15253
    // as our window background is filling the viewport and we have disabled BgAlpha.
15254
    // FIXME: Work on support for per-viewport transparency (#2766)
15255
0
    if (!(window_flags & ImGuiWindowFlags_NoBackground))
15256
0
        viewport_flags |= ImGuiViewportFlags_NoRendererClear;
15257
15258
0
    window->Viewport->Flags = viewport_flags;
15259
15260
    // Update parent viewport ID
15261
    // (the !IsFallbackWindow test mimic the one done in WindowSelectViewport())
15262
0
    if (window->WindowClass.ParentViewportId != (ImGuiID)-1)
15263
0
        window->Viewport->ParentViewportId = window->WindowClass.ParentViewportId;
15264
0
    else if ((window_flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && parent_window_in_stack && (!parent_window_in_stack->IsFallbackWindow || parent_window_in_stack->WasActive))
15265
0
        window->Viewport->ParentViewportId = parent_window_in_stack->Viewport->ID;
15266
0
    else
15267
0
        window->Viewport->ParentViewportId = g.IO.ConfigViewportsNoDefaultParent ? 0 : IMGUI_VIEWPORT_DEFAULT_ID;
15268
0
}
15269
15270
// Called by user at the end of the main loop, after EndFrame()
15271
// This will handle the creation/update of all OS windows via function defined in the ImGuiPlatformIO api.
15272
void ImGui::UpdatePlatformWindows()
15273
0
{
15274
0
    ImGuiContext& g = *GImGui;
15275
0
    IM_ASSERT(g.FrameCountEnded == g.FrameCount && "Forgot to call Render() or EndFrame() before UpdatePlatformWindows()?");
15276
0
    IM_ASSERT(g.FrameCountPlatformEnded < g.FrameCount);
15277
0
    g.FrameCountPlatformEnded = g.FrameCount;
15278
0
    if (!(g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable))
15279
0
        return;
15280
15281
    // Create/resize/destroy platform windows to match each active viewport.
15282
    // Skip the main viewport (index 0), which is always fully handled by the application!
15283
0
    for (int i = 1; i < g.Viewports.Size; i++)
15284
0
    {
15285
0
        ImGuiViewportP* viewport = g.Viewports[i];
15286
15287
        // Destroy platform window if the viewport hasn't been submitted or if it is hosting a hidden window
15288
        // (the implicit/fallback Debug##Default window will be registering its viewport then be disabled, causing a dummy DestroyPlatformWindow to be made each frame)
15289
0
        bool destroy_platform_window = false;
15290
0
        destroy_platform_window |= (viewport->LastFrameActive < g.FrameCount - 1);
15291
0
        destroy_platform_window |= (viewport->Window && !IsWindowActiveAndVisible(viewport->Window));
15292
0
        if (destroy_platform_window)
15293
0
        {
15294
0
            DestroyPlatformWindow(viewport);
15295
0
            continue;
15296
0
        }
15297
15298
        // New windows that appears directly in a new viewport won't always have a size on their first frame
15299
0
        if (viewport->LastFrameActive < g.FrameCount || viewport->Size.x <= 0 || viewport->Size.y <= 0)
15300
0
            continue;
15301
15302
        // Create window
15303
0
        const bool is_new_platform_window = (viewport->PlatformWindowCreated == false);
15304
0
        if (is_new_platform_window)
15305
0
        {
15306
0
            IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Create Platform Window %08X '%s'\n", viewport->ID, viewport->Window ? viewport->Window->Name : "n/a");
15307
0
            g.PlatformIO.Platform_CreateWindow(viewport);
15308
0
            if (g.PlatformIO.Renderer_CreateWindow != NULL)
15309
0
                g.PlatformIO.Renderer_CreateWindow(viewport);
15310
0
            g.PlatformWindowsCreatedCount++;
15311
0
            viewport->LastNameHash = 0;
15312
0
            viewport->LastPlatformPos = viewport->LastPlatformSize = ImVec2(FLT_MAX, FLT_MAX); // By clearing those we'll enforce a call to Platform_SetWindowPos/Size below, before Platform_ShowWindow (FIXME: Is that necessary?)
15313
0
            viewport->LastRendererSize = viewport->Size;                                       // We don't need to call Renderer_SetWindowSize() as it is expected Renderer_CreateWindow() already did it.
15314
0
            viewport->PlatformWindowCreated = true;
15315
0
        }
15316
15317
        // Apply Position and Size (from ImGui to Platform/Renderer backends)
15318
0
        if ((viewport->LastPlatformPos.x != viewport->Pos.x || viewport->LastPlatformPos.y != viewport->Pos.y) && !viewport->PlatformRequestMove)
15319
0
            g.PlatformIO.Platform_SetWindowPos(viewport, viewport->Pos);
15320
0
        if ((viewport->LastPlatformSize.x != viewport->Size.x || viewport->LastPlatformSize.y != viewport->Size.y) && !viewport->PlatformRequestResize)
15321
0
            g.PlatformIO.Platform_SetWindowSize(viewport, viewport->Size);
15322
0
        if ((viewport->LastRendererSize.x != viewport->Size.x || viewport->LastRendererSize.y != viewport->Size.y) && g.PlatformIO.Renderer_SetWindowSize)
15323
0
            g.PlatformIO.Renderer_SetWindowSize(viewport, viewport->Size);
15324
0
        viewport->LastPlatformPos = viewport->Pos;
15325
0
        viewport->LastPlatformSize = viewport->LastRendererSize = viewport->Size;
15326
15327
        // Update title bar (if it changed)
15328
0
        if (ImGuiWindow* window_for_title = GetWindowForTitleDisplay(viewport->Window))
15329
0
        {
15330
0
            const char* title_begin = window_for_title->Name;
15331
0
            char* title_end = (char*)(intptr_t)FindRenderedTextEnd(title_begin);
15332
0
            const ImGuiID title_hash = ImHashStr(title_begin, title_end - title_begin);
15333
0
            if (viewport->LastNameHash != title_hash)
15334
0
            {
15335
0
                char title_end_backup_c = *title_end;
15336
0
                *title_end = 0; // Cut existing buffer short instead of doing an alloc/free, no small gain.
15337
0
                g.PlatformIO.Platform_SetWindowTitle(viewport, title_begin);
15338
0
                *title_end = title_end_backup_c;
15339
0
                viewport->LastNameHash = title_hash;
15340
0
            }
15341
0
        }
15342
15343
        // Update alpha (if it changed)
15344
0
        if (viewport->LastAlpha != viewport->Alpha && g.PlatformIO.Platform_SetWindowAlpha)
15345
0
            g.PlatformIO.Platform_SetWindowAlpha(viewport, viewport->Alpha);
15346
0
        viewport->LastAlpha = viewport->Alpha;
15347
15348
        // Optional, general purpose call to allow the backend to perform general book-keeping even if things haven't changed.
15349
0
        if (g.PlatformIO.Platform_UpdateWindow)
15350
0
            g.PlatformIO.Platform_UpdateWindow(viewport);
15351
15352
0
        if (is_new_platform_window)
15353
0
        {
15354
            // On startup ensure new platform window don't steal focus (give it a few frames, as nested contents may lead to viewport being created a few frames late)
15355
0
            if (g.FrameCount < 3)
15356
0
                viewport->Flags |= ImGuiViewportFlags_NoFocusOnAppearing;
15357
15358
            // Show window
15359
0
            g.PlatformIO.Platform_ShowWindow(viewport);
15360
15361
            // Even without focus, we assume the window becomes front-most.
15362
            // This is useful for our platform z-order heuristic when io.MouseHoveredViewport is not available.
15363
0
            if (viewport->LastFocusedStampCount != g.ViewportFocusedStampCount)
15364
0
                viewport->LastFocusedStampCount = ++g.ViewportFocusedStampCount;
15365
0
        }
15366
15367
        // Clear request flags
15368
0
        viewport->ClearRequestFlags();
15369
0
    }
15370
0
}
15371
15372
// This is a default/basic function for performing the rendering/swap of multiple Platform Windows.
15373
// Custom renderers may prefer to not call this function at all, and instead iterate the publicly exposed platform data and handle rendering/sync themselves.
15374
// The Render/Swap functions stored in ImGuiPlatformIO are merely here to allow for this helper to exist, but you can do it yourself:
15375
//
15376
//    ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
15377
//    for (int i = 1; i < platform_io.Viewports.Size; i++)
15378
//        if ((platform_io.Viewports[i]->Flags & ImGuiViewportFlags_Minimized) == 0)
15379
//            MyRenderFunction(platform_io.Viewports[i], my_args);
15380
//    for (int i = 1; i < platform_io.Viewports.Size; i++)
15381
//        if ((platform_io.Viewports[i]->Flags & ImGuiViewportFlags_Minimized) == 0)
15382
//            MySwapBufferFunction(platform_io.Viewports[i], my_args);
15383
//
15384
void ImGui::RenderPlatformWindowsDefault(void* platform_render_arg, void* renderer_render_arg)
15385
0
{
15386
    // Skip the main viewport (index 0), which is always fully handled by the application!
15387
0
    ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
15388
0
    for (int i = 1; i < platform_io.Viewports.Size; i++)
15389
0
    {
15390
0
        ImGuiViewport* viewport = platform_io.Viewports[i];
15391
0
        if (viewport->Flags & ImGuiViewportFlags_IsMinimized)
15392
0
            continue;
15393
0
        if (platform_io.Platform_RenderWindow) platform_io.Platform_RenderWindow(viewport, platform_render_arg);
15394
0
        if (platform_io.Renderer_RenderWindow) platform_io.Renderer_RenderWindow(viewport, renderer_render_arg);
15395
0
    }
15396
0
    for (int i = 1; i < platform_io.Viewports.Size; i++)
15397
0
    {
15398
0
        ImGuiViewport* viewport = platform_io.Viewports[i];
15399
0
        if (viewport->Flags & ImGuiViewportFlags_IsMinimized)
15400
0
            continue;
15401
0
        if (platform_io.Platform_SwapBuffers) platform_io.Platform_SwapBuffers(viewport, platform_render_arg);
15402
0
        if (platform_io.Renderer_SwapBuffers) platform_io.Renderer_SwapBuffers(viewport, renderer_render_arg);
15403
0
    }
15404
0
}
15405
15406
static int ImGui::FindPlatformMonitorForPos(const ImVec2& pos)
15407
0
{
15408
0
    ImGuiContext& g = *GImGui;
15409
0
    for (int monitor_n = 0; monitor_n < g.PlatformIO.Monitors.Size; monitor_n++)
15410
0
    {
15411
0
        const ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[monitor_n];
15412
0
        if (ImRect(monitor.MainPos, monitor.MainPos + monitor.MainSize).Contains(pos))
15413
0
            return monitor_n;
15414
0
    }
15415
0
    return -1;
15416
0
}
15417
15418
// Search for the monitor with the largest intersection area with the given rectangle
15419
// We generally try to avoid searching loops but the monitor count should be very small here
15420
// FIXME-OPT: We could test the last monitor used for that viewport first, and early
15421
static int ImGui::FindPlatformMonitorForRect(const ImRect& rect)
15422
0
{
15423
0
    ImGuiContext& g = *GImGui;
15424
15425
0
    const int monitor_count = g.PlatformIO.Monitors.Size;
15426
0
    if (monitor_count <= 1)
15427
0
        return monitor_count - 1;
15428
15429
    // Use a minimum threshold of 1.0f so a zero-sized rect won't false positive, and will still find the correct monitor given its position.
15430
    // This is necessary for tooltips which always resize down to zero at first.
15431
0
    const float surface_threshold = ImMax(rect.GetWidth() * rect.GetHeight() * 0.5f, 1.0f);
15432
0
    int best_monitor_n = -1;
15433
0
    float best_monitor_surface = 0.001f;
15434
15435
0
    for (int monitor_n = 0; monitor_n < g.PlatformIO.Monitors.Size && best_monitor_surface < surface_threshold; monitor_n++)
15436
0
    {
15437
0
        const ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[monitor_n];
15438
0
        const ImRect monitor_rect = ImRect(monitor.MainPos, monitor.MainPos + monitor.MainSize);
15439
0
        if (monitor_rect.Contains(rect))
15440
0
            return monitor_n;
15441
0
        ImRect overlapping_rect = rect;
15442
0
        overlapping_rect.ClipWithFull(monitor_rect);
15443
0
        float overlapping_surface = overlapping_rect.GetWidth() * overlapping_rect.GetHeight();
15444
0
        if (overlapping_surface < best_monitor_surface)
15445
0
            continue;
15446
0
        best_monitor_surface = overlapping_surface;
15447
0
        best_monitor_n = monitor_n;
15448
0
    }
15449
0
    return best_monitor_n;
15450
0
}
15451
15452
// Update monitor from viewport rectangle (we'll use this info to clamp windows and save windows lost in a removed monitor)
15453
static void ImGui::UpdateViewportPlatformMonitor(ImGuiViewportP* viewport)
15454
0
{
15455
0
    viewport->PlatformMonitor = (short)FindPlatformMonitorForRect(viewport->GetMainRect());
15456
0
}
15457
15458
// Return value is always != NULL, but don't hold on it across frames.
15459
const ImGuiPlatformMonitor* ImGui::GetViewportPlatformMonitor(ImGuiViewport* viewport_p)
15460
0
{
15461
0
    ImGuiContext& g = *GImGui;
15462
0
    ImGuiViewportP* viewport = (ImGuiViewportP*)(void*)viewport_p;
15463
0
    int monitor_idx = viewport->PlatformMonitor;
15464
0
    if (monitor_idx >= 0 && monitor_idx < g.PlatformIO.Monitors.Size)
15465
0
        return &g.PlatformIO.Monitors[monitor_idx];
15466
0
    return &g.FallbackMonitor;
15467
0
}
15468
15469
void ImGui::DestroyPlatformWindow(ImGuiViewportP* viewport)
15470
0
{
15471
0
    ImGuiContext& g = *GImGui;
15472
0
    if (viewport->PlatformWindowCreated)
15473
0
    {
15474
0
        IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Destroy Platform Window %08X '%s'\n", viewport->ID, viewport->Window ? viewport->Window->Name : "n/a");
15475
0
        if (g.PlatformIO.Renderer_DestroyWindow)
15476
0
            g.PlatformIO.Renderer_DestroyWindow(viewport);
15477
0
        if (g.PlatformIO.Platform_DestroyWindow)
15478
0
            g.PlatformIO.Platform_DestroyWindow(viewport);
15479
0
        IM_ASSERT(viewport->RendererUserData == NULL && viewport->PlatformUserData == NULL);
15480
15481
        // Don't clear PlatformWindowCreated for the main viewport, as we initially set that up to true in Initialize()
15482
        // The righter way may be to leave it to the backend to set this flag all-together, and made the flag public.
15483
0
        if (viewport->ID != IMGUI_VIEWPORT_DEFAULT_ID)
15484
0
            viewport->PlatformWindowCreated = false;
15485
0
    }
15486
0
    else
15487
0
    {
15488
0
        IM_ASSERT(viewport->RendererUserData == NULL && viewport->PlatformUserData == NULL && viewport->PlatformHandle == NULL);
15489
0
    }
15490
0
    viewport->RendererUserData = viewport->PlatformUserData = viewport->PlatformHandle = NULL;
15491
0
    viewport->ClearRequestFlags();
15492
0
}
15493
15494
void ImGui::DestroyPlatformWindows()
15495
0
{
15496
    // We call the destroy window on every viewport (including the main viewport, index 0) to give a chance to the backend
15497
    // to clear any data they may have stored in e.g. PlatformUserData, RendererUserData.
15498
    // It is convenient for the platform backend code to store something in the main viewport, in order for e.g. the mouse handling
15499
    // code to operator a consistent manner.
15500
    // It is expected that the backend can handle calls to Renderer_DestroyWindow/Platform_DestroyWindow without
15501
    // crashing if it doesn't have data stored.
15502
0
    ImGuiContext& g = *GImGui;
15503
0
    for (ImGuiViewportP* viewport : g.Viewports)
15504
0
        DestroyPlatformWindow(viewport);
15505
0
}
15506
15507
15508
//-----------------------------------------------------------------------------
15509
// [SECTION] DOCKING
15510
//-----------------------------------------------------------------------------
15511
// Docking: Internal Types
15512
// Docking: Forward Declarations
15513
// Docking: ImGuiDockContext
15514
// Docking: ImGuiDockContext Docking/Undocking functions
15515
// Docking: ImGuiDockNode
15516
// Docking: ImGuiDockNode Tree manipulation functions
15517
// Docking: Public Functions (SetWindowDock, DockSpace, DockSpaceOverViewport)
15518
// Docking: Builder Functions
15519
// Docking: Begin/End Support Functions (called from Begin/End)
15520
// Docking: Settings
15521
//-----------------------------------------------------------------------------
15522
15523
//-----------------------------------------------------------------------------
15524
// Typical Docking call flow: (root level is generally public API):
15525
//-----------------------------------------------------------------------------
15526
// - NewFrame()                               new dear imgui frame
15527
//    | DockContextNewFrameUpdateUndocking()  - process queued undocking requests
15528
//    | - DockContextProcessUndockWindow()    - process one window undocking request
15529
//    | - DockContextProcessUndockNode()      - process one whole node undocking request
15530
//    | DockContextNewFrameUpdateUndocking()  - process queue docking requests, create floating dock nodes
15531
//    | - update g.HoveredDockNode            - [debug] update node hovered by mouse
15532
//    | - DockContextProcessDock()            - process one docking request
15533
//    | - DockNodeUpdate()
15534
//    |   - DockNodeUpdateForRootNode()
15535
//    |     - DockNodeUpdateFlagsAndCollapse()
15536
//    |     - DockNodeFindInfo()
15537
//    |   - destroy unused node or tab bar
15538
//    |   - create dock node host window
15539
//    |      - Begin() etc.
15540
//    |   - DockNodeStartMouseMovingWindow()
15541
//    |   - DockNodeTreeUpdatePosSize()
15542
//    |   - DockNodeTreeUpdateSplitter()
15543
//    |   - draw node background
15544
//    |   - DockNodeUpdateTabBar()            - create/update tab bar for a docking node
15545
//    |     - DockNodeAddTabBar()
15546
//    |     - DockNodeWindowMenuUpdate()
15547
//    |     - DockNodeCalcTabBarLayout()
15548
//    |     - BeginTabBarEx()
15549
//    |     - TabItemEx() calls
15550
//    |     - EndTabBar()
15551
//    |   - BeginDockableDragDropTarget()
15552
//    |      - DockNodeUpdate()               - recurse into child nodes...
15553
//-----------------------------------------------------------------------------
15554
// - DockSpace()                              user submit a dockspace into a window
15555
//    | Begin(Child)                          - create a child window
15556
//    | DockNodeUpdate()                      - call main dock node update function
15557
//    | End(Child)
15558
//    | ItemSize()
15559
//-----------------------------------------------------------------------------
15560
// - Begin()
15561
//    | BeginDocked()
15562
//    | BeginDockableDragDropSource()
15563
//    | BeginDockableDragDropTarget()
15564
//    | - DockNodePreviewDockRender()
15565
//-----------------------------------------------------------------------------
15566
// - EndFrame()
15567
//    | DockContextEndFrame()
15568
//-----------------------------------------------------------------------------
15569
15570
//-----------------------------------------------------------------------------
15571
// Docking: Internal Types
15572
//-----------------------------------------------------------------------------
15573
// - ImGuiDockRequestType
15574
// - ImGuiDockRequest
15575
// - ImGuiDockPreviewData
15576
// - ImGuiDockNodeSettings
15577
// - ImGuiDockContext
15578
//-----------------------------------------------------------------------------
15579
15580
enum ImGuiDockRequestType
15581
{
15582
    ImGuiDockRequestType_None = 0,
15583
    ImGuiDockRequestType_Dock,
15584
    ImGuiDockRequestType_Undock,
15585
    ImGuiDockRequestType_Split                  // Split is the same as Dock but without a DockPayload
15586
};
15587
15588
struct ImGuiDockRequest
15589
{
15590
    ImGuiDockRequestType    Type;
15591
    ImGuiWindow*            DockTargetWindow;   // Destination/Target Window to dock into (may be a loose window or a DockNode, might be NULL in which case DockTargetNode cannot be NULL)
15592
    ImGuiDockNode*          DockTargetNode;     // Destination/Target Node to dock into
15593
    ImGuiWindow*            DockPayload;        // Source/Payload window to dock (may be a loose window or a DockNode), [Optional]
15594
    ImGuiDir                DockSplitDir;
15595
    float                   DockSplitRatio;
15596
    bool                    DockSplitOuter;
15597
    ImGuiWindow*            UndockTargetWindow;
15598
    ImGuiDockNode*          UndockTargetNode;
15599
15600
    ImGuiDockRequest()
15601
0
    {
15602
0
        Type = ImGuiDockRequestType_None;
15603
0
        DockTargetWindow = DockPayload = UndockTargetWindow = NULL;
15604
0
        DockTargetNode = UndockTargetNode = NULL;
15605
0
        DockSplitDir = ImGuiDir_None;
15606
0
        DockSplitRatio = 0.5f;
15607
0
        DockSplitOuter = false;
15608
0
    }
15609
};
15610
15611
struct ImGuiDockPreviewData
15612
{
15613
    ImGuiDockNode   FutureNode;
15614
    bool            IsDropAllowed;
15615
    bool            IsCenterAvailable;
15616
    bool            IsSidesAvailable;           // Hold your breath, grammar freaks..
15617
    bool            IsSplitDirExplicit;         // Set when hovered the drop rect (vs. implicit SplitDir==None when hovered the window)
15618
    ImGuiDockNode*  SplitNode;
15619
    ImGuiDir        SplitDir;
15620
    float           SplitRatio;
15621
    ImRect          DropRectsDraw[ImGuiDir_COUNT + 1];  // May be slightly different from hit-testing drop rects used in DockNodeCalcDropRects()
15622
15623
0
    ImGuiDockPreviewData() : FutureNode(0) { IsDropAllowed = IsCenterAvailable = IsSidesAvailable = IsSplitDirExplicit = false; SplitNode = NULL; SplitDir = ImGuiDir_None; SplitRatio = 0.f; for (int n = 0; n < IM_ARRAYSIZE(DropRectsDraw); n++) DropRectsDraw[n] = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX); }
15624
};
15625
15626
// Persistent Settings data, stored contiguously in SettingsNodes (sizeof() ~32 bytes)
15627
struct ImGuiDockNodeSettings
15628
{
15629
    ImGuiID             ID;
15630
    ImGuiID             ParentNodeId;
15631
    ImGuiID             ParentWindowId;
15632
    ImGuiID             SelectedTabId;
15633
    signed char         SplitAxis;
15634
    char                Depth;
15635
    ImGuiDockNodeFlags  Flags;                  // NB: We save individual flags one by one in ascii format (ImGuiDockNodeFlags_SavedFlagsMask_)
15636
    ImVec2ih            Pos;
15637
    ImVec2ih            Size;
15638
    ImVec2ih            SizeRef;
15639
0
    ImGuiDockNodeSettings() { memset(this, 0, sizeof(*this)); SplitAxis = ImGuiAxis_None; }
15640
};
15641
15642
//-----------------------------------------------------------------------------
15643
// Docking: Forward Declarations
15644
//-----------------------------------------------------------------------------
15645
15646
namespace ImGui
15647
{
15648
    // ImGuiDockContext
15649
    static ImGuiDockNode*   DockContextAddNode(ImGuiContext* ctx, ImGuiID id);
15650
    static void             DockContextRemoveNode(ImGuiContext* ctx, ImGuiDockNode* node, bool merge_sibling_into_parent_node);
15651
    static void             DockContextQueueNotifyRemovedNode(ImGuiContext* ctx, ImGuiDockNode* node);
15652
    static void             DockContextProcessDock(ImGuiContext* ctx, ImGuiDockRequest* req);
15653
    static void             DockContextPruneUnusedSettingsNodes(ImGuiContext* ctx);
15654
    static ImGuiDockNode*   DockContextBindNodeToWindow(ImGuiContext* ctx, ImGuiWindow* window);
15655
    static void             DockContextBuildNodesFromSettings(ImGuiContext* ctx, ImGuiDockNodeSettings* node_settings_array, int node_settings_count);
15656
    static void             DockContextBuildAddWindowsToNodes(ImGuiContext* ctx, ImGuiID root_id);                            // Use root_id==0 to add all
15657
15658
    // ImGuiDockNode
15659
    static void             DockNodeAddWindow(ImGuiDockNode* node, ImGuiWindow* window, bool add_to_tab_bar);
15660
    static void             DockNodeMoveWindows(ImGuiDockNode* dst_node, ImGuiDockNode* src_node);
15661
    static void             DockNodeMoveChildNodes(ImGuiDockNode* dst_node, ImGuiDockNode* src_node);
15662
    static ImGuiWindow*     DockNodeFindWindowByID(ImGuiDockNode* node, ImGuiID id);
15663
    static void             DockNodeApplyPosSizeToWindows(ImGuiDockNode* node);
15664
    static void             DockNodeRemoveWindow(ImGuiDockNode* node, ImGuiWindow* window, ImGuiID save_dock_id);
15665
    static void             DockNodeHideHostWindow(ImGuiDockNode* node);
15666
    static void             DockNodeUpdate(ImGuiDockNode* node);
15667
    static void             DockNodeUpdateForRootNode(ImGuiDockNode* node);
15668
    static void             DockNodeUpdateFlagsAndCollapse(ImGuiDockNode* node);
15669
    static void             DockNodeUpdateHasCentralNodeChild(ImGuiDockNode* node);
15670
    static void             DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_window);
15671
    static void             DockNodeAddTabBar(ImGuiDockNode* node);
15672
    static void             DockNodeRemoveTabBar(ImGuiDockNode* node);
15673
    static void             DockNodeWindowMenuUpdate(ImGuiDockNode* node, ImGuiTabBar* tab_bar);
15674
    static void             DockNodeUpdateVisibleFlag(ImGuiDockNode* node);
15675
    static void             DockNodeStartMouseMovingWindow(ImGuiDockNode* node, ImGuiWindow* window);
15676
    static bool             DockNodeIsDropAllowed(ImGuiWindow* host_window, ImGuiWindow* payload_window);
15677
    static void             DockNodePreviewDockSetup(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* payload_window, ImGuiDockNode* payload_node, ImGuiDockPreviewData* preview_data, bool is_explicit_target, bool is_outer_docking);
15678
    static void             DockNodePreviewDockRender(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* payload_window, const ImGuiDockPreviewData* preview_data);
15679
    static void             DockNodeCalcTabBarLayout(const ImGuiDockNode* node, ImRect* out_title_rect, ImRect* out_tab_bar_rect, ImVec2* out_window_menu_button_pos, ImVec2* out_close_button_pos);
15680
    static void             DockNodeCalcSplitRects(ImVec2& pos_old, ImVec2& size_old, ImVec2& pos_new, ImVec2& size_new, ImGuiDir dir, ImVec2 size_new_desired);
15681
    static bool             DockNodeCalcDropRectsAndTestMousePos(const ImRect& parent, ImGuiDir dir, ImRect& out_draw, bool outer_docking, ImVec2* test_mouse_pos);
15682
0
    static const char*      DockNodeGetHostWindowTitle(ImGuiDockNode* node, char* buf, int buf_size) { ImFormatString(buf, buf_size, "##DockNode_%02X", node->ID); return buf; }
15683
    static int              DockNodeGetTabOrder(ImGuiWindow* window);
15684
15685
    // ImGuiDockNode tree manipulations
15686
    static void             DockNodeTreeSplit(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiAxis split_axis, int split_first_child, float split_ratio, ImGuiDockNode* new_node);
15687
    static void             DockNodeTreeMerge(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiDockNode* merge_lead_child);
15688
    static void             DockNodeTreeUpdatePosSize(ImGuiDockNode* node, ImVec2 pos, ImVec2 size, ImGuiDockNode* only_write_to_single_node = NULL);
15689
    static void             DockNodeTreeUpdateSplitter(ImGuiDockNode* node);
15690
    static ImGuiDockNode*   DockNodeTreeFindVisibleNodeByPos(ImGuiDockNode* node, ImVec2 pos);
15691
    static ImGuiDockNode*   DockNodeTreeFindFallbackLeafNode(ImGuiDockNode* node);
15692
15693
    // Settings
15694
    static void             DockSettingsRenameNodeReferences(ImGuiID old_node_id, ImGuiID new_node_id);
15695
    static void             DockSettingsRemoveNodeReferences(ImGuiID* node_ids, int node_ids_count);
15696
    static ImGuiDockNodeSettings*   DockSettingsFindNodeSettings(ImGuiContext* ctx, ImGuiID node_id);
15697
    static void             DockSettingsHandler_ClearAll(ImGuiContext*, ImGuiSettingsHandler*);
15698
    static void             DockSettingsHandler_ApplyAll(ImGuiContext*, ImGuiSettingsHandler*);
15699
    static void*            DockSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name);
15700
    static void             DockSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line);
15701
    static void             DockSettingsHandler_WriteAll(ImGuiContext* imgui_ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf);
15702
}
15703
15704
//-----------------------------------------------------------------------------
15705
// Docking: ImGuiDockContext
15706
//-----------------------------------------------------------------------------
15707
// The lifetime model is different from the one of regular windows: we always create a ImGuiDockNode for each ImGuiDockNodeSettings,
15708
// or we always hold the entire docking node tree. Nodes are frequently hidden, e.g. if the window(s) or child nodes they host are not active.
15709
// At boot time only, we run a simple GC to remove nodes that have no references.
15710
// Because dock node settings (which are small, contiguous structures) are always mirrored by their corresponding dock nodes (more complete structures),
15711
// we can also very easily recreate the nodes from scratch given the settings data (this is what DockContextRebuild() does).
15712
// This is convenient as docking reconfiguration can be implemented by mostly poking at the simpler settings data.
15713
//-----------------------------------------------------------------------------
15714
// - DockContextInitialize()
15715
// - DockContextShutdown()
15716
// - DockContextClearNodes()
15717
// - DockContextRebuildNodes()
15718
// - DockContextNewFrameUpdateUndocking()
15719
// - DockContextNewFrameUpdateDocking()
15720
// - DockContextEndFrame()
15721
// - DockContextFindNodeByID()
15722
// - DockContextBindNodeToWindow()
15723
// - DockContextGenNodeID()
15724
// - DockContextAddNode()
15725
// - DockContextRemoveNode()
15726
// - ImGuiDockContextPruneNodeData
15727
// - DockContextPruneUnusedSettingsNodes()
15728
// - DockContextBuildNodesFromSettings()
15729
// - DockContextBuildAddWindowsToNodes()
15730
//-----------------------------------------------------------------------------
15731
15732
void ImGui::DockContextInitialize(ImGuiContext* ctx)
15733
0
{
15734
0
    ImGuiContext& g = *ctx;
15735
15736
    // Add .ini handle for persistent docking data
15737
0
    ImGuiSettingsHandler ini_handler;
15738
0
    ini_handler.TypeName = "Docking";
15739
0
    ini_handler.TypeHash = ImHashStr("Docking");
15740
0
    ini_handler.ClearAllFn = DockSettingsHandler_ClearAll;
15741
0
    ini_handler.ReadInitFn = DockSettingsHandler_ClearAll; // Also clear on read
15742
0
    ini_handler.ReadOpenFn = DockSettingsHandler_ReadOpen;
15743
0
    ini_handler.ReadLineFn = DockSettingsHandler_ReadLine;
15744
0
    ini_handler.ApplyAllFn = DockSettingsHandler_ApplyAll;
15745
0
    ini_handler.WriteAllFn = DockSettingsHandler_WriteAll;
15746
0
    g.SettingsHandlers.push_back(ini_handler);
15747
15748
0
    g.DockNodeWindowMenuHandler = &DockNodeWindowMenuHandler_Default;
15749
0
}
15750
15751
void ImGui::DockContextShutdown(ImGuiContext* ctx)
15752
0
{
15753
0
    ImGuiDockContext* dc = &ctx->DockContext;
15754
0
    for (int n = 0; n < dc->Nodes.Data.Size; n++)
15755
0
        if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
15756
0
            IM_DELETE(node);
15757
0
}
15758
15759
void ImGui::DockContextClearNodes(ImGuiContext* ctx, ImGuiID root_id, bool clear_settings_refs)
15760
0
{
15761
0
    IM_UNUSED(ctx);
15762
0
    IM_ASSERT(ctx == GImGui);
15763
0
    DockBuilderRemoveNodeDockedWindows(root_id, clear_settings_refs);
15764
0
    DockBuilderRemoveNodeChildNodes(root_id);
15765
0
}
15766
15767
// [DEBUG] This function also acts as a defacto test to make sure we can rebuild from scratch without a glitch
15768
// (Different from DockSettingsHandler_ClearAll() + DockSettingsHandler_ApplyAll() because this reuses current settings!)
15769
void ImGui::DockContextRebuildNodes(ImGuiContext* ctx)
15770
0
{
15771
0
    ImGuiContext& g = *ctx;
15772
0
    ImGuiDockContext* dc = &ctx->DockContext;
15773
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextRebuildNodes\n");
15774
0
    SaveIniSettingsToMemory();
15775
0
    ImGuiID root_id = 0; // Rebuild all
15776
0
    DockContextClearNodes(ctx, root_id, false);
15777
0
    DockContextBuildNodesFromSettings(ctx, dc->NodesSettings.Data, dc->NodesSettings.Size);
15778
0
    DockContextBuildAddWindowsToNodes(ctx, root_id);
15779
0
}
15780
15781
// Docking context update function, called by NewFrame()
15782
void ImGui::DockContextNewFrameUpdateUndocking(ImGuiContext* ctx)
15783
0
{
15784
0
    ImGuiContext& g = *ctx;
15785
0
    ImGuiDockContext* dc = &ctx->DockContext;
15786
0
    if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable))
15787
0
    {
15788
0
        if (dc->Nodes.Data.Size > 0 || dc->Requests.Size > 0)
15789
0
            DockContextClearNodes(ctx, 0, true);
15790
0
        return;
15791
0
    }
15792
15793
    // Setting NoSplit at runtime merges all nodes
15794
0
    if (g.IO.ConfigDockingNoSplit)
15795
0
        for (int n = 0; n < dc->Nodes.Data.Size; n++)
15796
0
            if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
15797
0
                if (node->IsRootNode() && node->IsSplitNode())
15798
0
                {
15799
0
                    DockBuilderRemoveNodeChildNodes(node->ID);
15800
                    //dc->WantFullRebuild = true;
15801
0
                }
15802
15803
    // Process full rebuild
15804
#if 0
15805
    if (ImGui::IsKeyPressed(ImGui::GetKeyIndex(ImGuiKey_C)))
15806
        dc->WantFullRebuild = true;
15807
#endif
15808
0
    if (dc->WantFullRebuild)
15809
0
    {
15810
0
        DockContextRebuildNodes(ctx);
15811
0
        dc->WantFullRebuild = false;
15812
0
    }
15813
15814
    // Process Undocking requests (we need to process them _before_ the UpdateMouseMovingWindowNewFrame call in NewFrame)
15815
0
    for (ImGuiDockRequest& req : dc->Requests)
15816
0
    {
15817
0
        if (req.Type == ImGuiDockRequestType_Undock && req.UndockTargetWindow)
15818
0
            DockContextProcessUndockWindow(ctx, req.UndockTargetWindow);
15819
0
        else if (req.Type == ImGuiDockRequestType_Undock && req.UndockTargetNode)
15820
0
            DockContextProcessUndockNode(ctx, req.UndockTargetNode);
15821
0
    }
15822
0
}
15823
15824
// Docking context update function, called by NewFrame()
15825
void ImGui::DockContextNewFrameUpdateDocking(ImGuiContext* ctx)
15826
0
{
15827
0
    ImGuiContext& g = *ctx;
15828
0
    ImGuiDockContext* dc = &ctx->DockContext;
15829
0
    if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable))
15830
0
        return;
15831
15832
    // [DEBUG] Store hovered dock node.
15833
    // We could in theory use DockNodeTreeFindVisibleNodeByPos() on the root host dock node, but using ->DockNode is a good shortcut.
15834
    // Note this is mostly a debug thing and isn't actually used for docking target, because docking involve more detailed filtering.
15835
0
    g.DebugHoveredDockNode = NULL;
15836
0
    if (ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow)
15837
0
    {
15838
0
        if (hovered_window->DockNodeAsHost)
15839
0
            g.DebugHoveredDockNode = DockNodeTreeFindVisibleNodeByPos(hovered_window->DockNodeAsHost, g.IO.MousePos);
15840
0
        else if (hovered_window->RootWindow->DockNode)
15841
0
            g.DebugHoveredDockNode = hovered_window->RootWindow->DockNode;
15842
0
    }
15843
15844
    // Process Docking requests
15845
0
    for (ImGuiDockRequest& req : dc->Requests)
15846
0
        if (req.Type == ImGuiDockRequestType_Dock)
15847
0
            DockContextProcessDock(ctx, &req);
15848
0
    dc->Requests.resize(0);
15849
15850
    // Create windows for each automatic docking nodes
15851
    // We can have NULL pointers when we delete nodes, but because ID are recycled this should amortize nicely (and our node count will never be very high)
15852
0
    for (int n = 0; n < dc->Nodes.Data.Size; n++)
15853
0
        if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
15854
0
            if (node->IsFloatingNode())
15855
0
                DockNodeUpdate(node);
15856
0
}
15857
15858
void ImGui::DockContextEndFrame(ImGuiContext* ctx)
15859
0
{
15860
    // Draw backgrounds of node missing their window
15861
0
    ImGuiContext& g = *ctx;
15862
0
    ImGuiDockContext* dc = &g.DockContext;
15863
0
    for (int n = 0; n < dc->Nodes.Data.Size; n++)
15864
0
        if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
15865
0
            if (node->LastFrameActive == g.FrameCount && node->IsVisible && node->HostWindow && node->IsLeafNode() && !node->IsBgDrawnThisFrame)
15866
0
            {
15867
0
                ImRect bg_rect(node->Pos + ImVec2(0.0f, GetFrameHeight()), node->Pos + node->Size);
15868
0
                ImDrawFlags bg_rounding_flags = CalcRoundingFlagsForRectInRect(bg_rect, node->HostWindow->Rect(), g.Style.DockingSeparatorSize);
15869
0
                node->HostWindow->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG);
15870
0
                node->HostWindow->DrawList->AddRectFilled(bg_rect.Min, bg_rect.Max, node->LastBgColor, node->HostWindow->WindowRounding, bg_rounding_flags);
15871
0
            }
15872
0
}
15873
15874
ImGuiDockNode* ImGui::DockContextFindNodeByID(ImGuiContext* ctx, ImGuiID id)
15875
0
{
15876
0
    return (ImGuiDockNode*)ctx->DockContext.Nodes.GetVoidPtr(id);
15877
0
}
15878
15879
ImGuiID ImGui::DockContextGenNodeID(ImGuiContext* ctx)
15880
0
{
15881
    // Generate an ID for new node (the exact ID value doesn't matter as long as it is not already used)
15882
    // FIXME-OPT FIXME-DOCK: This is suboptimal, even if the node count is small enough not to be a worry.0
15883
    // We should poke in ctx->Nodes to find a suitable ID faster. Even more so trivial that ctx->Nodes lookup is already sorted.
15884
0
    ImGuiID id = 0x0001;
15885
0
    while (DockContextFindNodeByID(ctx, id) != NULL)
15886
0
        id++;
15887
0
    return id;
15888
0
}
15889
15890
static ImGuiDockNode* ImGui::DockContextAddNode(ImGuiContext* ctx, ImGuiID id)
15891
0
{
15892
    // Generate an ID for the new node (the exact ID value doesn't matter as long as it is not already used) and add the first window.
15893
0
    ImGuiContext& g = *ctx;
15894
0
    if (id == 0)
15895
0
        id = DockContextGenNodeID(ctx);
15896
0
    else
15897
0
        IM_ASSERT(DockContextFindNodeByID(ctx, id) == NULL);
15898
15899
    // We don't set node->LastFrameAlive on construction. Nodes are always created at all time to reflect .ini settings!
15900
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextAddNode 0x%08X\n", id);
15901
0
    ImGuiDockNode* node = IM_NEW(ImGuiDockNode)(id);
15902
0
    ctx->DockContext.Nodes.SetVoidPtr(node->ID, node);
15903
0
    return node;
15904
0
}
15905
15906
static void ImGui::DockContextRemoveNode(ImGuiContext* ctx, ImGuiDockNode* node, bool merge_sibling_into_parent_node)
15907
0
{
15908
0
    ImGuiContext& g = *ctx;
15909
0
    ImGuiDockContext* dc = &ctx->DockContext;
15910
15911
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextRemoveNode 0x%08X\n", node->ID);
15912
0
    IM_ASSERT(DockContextFindNodeByID(ctx, node->ID) == node);
15913
0
    IM_ASSERT(node->ChildNodes[0] == NULL && node->ChildNodes[1] == NULL);
15914
0
    IM_ASSERT(node->Windows.Size == 0);
15915
15916
0
    if (node->HostWindow)
15917
0
        node->HostWindow->DockNodeAsHost = NULL;
15918
15919
0
    ImGuiDockNode* parent_node = node->ParentNode;
15920
0
    const bool merge = (merge_sibling_into_parent_node && parent_node != NULL);
15921
0
    if (merge)
15922
0
    {
15923
0
        IM_ASSERT(parent_node->ChildNodes[0] == node || parent_node->ChildNodes[1] == node);
15924
0
        ImGuiDockNode* sibling_node = (parent_node->ChildNodes[0] == node ? parent_node->ChildNodes[1] : parent_node->ChildNodes[0]);
15925
0
        DockNodeTreeMerge(&g, parent_node, sibling_node);
15926
0
    }
15927
0
    else
15928
0
    {
15929
0
        for (int n = 0; parent_node && n < IM_ARRAYSIZE(parent_node->ChildNodes); n++)
15930
0
            if (parent_node->ChildNodes[n] == node)
15931
0
                node->ParentNode->ChildNodes[n] = NULL;
15932
0
        dc->Nodes.SetVoidPtr(node->ID, NULL);
15933
0
        IM_DELETE(node);
15934
0
    }
15935
0
}
15936
15937
static int IMGUI_CDECL DockNodeComparerDepthMostFirst(const void* lhs, const void* rhs)
15938
0
{
15939
0
    const ImGuiDockNode* a = *(const ImGuiDockNode* const*)lhs;
15940
0
    const ImGuiDockNode* b = *(const ImGuiDockNode* const*)rhs;
15941
0
    return ImGui::DockNodeGetDepth(b) - ImGui::DockNodeGetDepth(a);
15942
0
}
15943
15944
// Pre C++0x doesn't allow us to use a function-local type (without linkage) as template parameter, so we moved this here.
15945
struct ImGuiDockContextPruneNodeData
15946
{
15947
    int         CountWindows, CountChildWindows, CountChildNodes;
15948
    ImGuiID     RootId;
15949
0
    ImGuiDockContextPruneNodeData() { CountWindows = CountChildWindows = CountChildNodes = 0; RootId = 0; }
15950
};
15951
15952
// Garbage collect unused nodes (run once at init time)
15953
static void ImGui::DockContextPruneUnusedSettingsNodes(ImGuiContext* ctx)
15954
0
{
15955
0
    ImGuiContext& g = *ctx;
15956
0
    ImGuiDockContext* dc = &ctx->DockContext;
15957
0
    IM_ASSERT(g.Windows.Size == 0);
15958
15959
0
    ImPool<ImGuiDockContextPruneNodeData> pool;
15960
0
    pool.Reserve(dc->NodesSettings.Size);
15961
15962
    // Count child nodes and compute RootID
15963
0
    for (int settings_n = 0; settings_n < dc->NodesSettings.Size; settings_n++)
15964
0
    {
15965
0
        ImGuiDockNodeSettings* settings = &dc->NodesSettings[settings_n];
15966
0
        ImGuiDockContextPruneNodeData* parent_data = settings->ParentNodeId ? pool.GetByKey(settings->ParentNodeId) : 0;
15967
0
        pool.GetOrAddByKey(settings->ID)->RootId = parent_data ? parent_data->RootId : settings->ID;
15968
0
        if (settings->ParentNodeId)
15969
0
            pool.GetOrAddByKey(settings->ParentNodeId)->CountChildNodes++;
15970
0
    }
15971
15972
    // Count reference to dock ids from dockspaces
15973
    // We track the 'auto-DockNode <- manual-Window <- manual-DockSpace' in order to avoid 'auto-DockNode' being ditched by DockContextPruneUnusedSettingsNodes()
15974
0
    for (int settings_n = 0; settings_n < dc->NodesSettings.Size; settings_n++)
15975
0
    {
15976
0
        ImGuiDockNodeSettings* settings = &dc->NodesSettings[settings_n];
15977
0
        if (settings->ParentWindowId != 0)
15978
0
            if (ImGuiWindowSettings* window_settings = FindWindowSettingsByID(settings->ParentWindowId))
15979
0
                if (window_settings->DockId)
15980
0
                    if (ImGuiDockContextPruneNodeData* data = pool.GetByKey(window_settings->DockId))
15981
0
                        data->CountChildNodes++;
15982
0
    }
15983
15984
    // Count reference to dock ids from window settings
15985
    // We guard against the possibility of an invalid .ini file (RootID may point to a missing node)
15986
0
    for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
15987
0
        if (ImGuiID dock_id = settings->DockId)
15988
0
            if (ImGuiDockContextPruneNodeData* data = pool.GetByKey(dock_id))
15989
0
            {
15990
0
                data->CountWindows++;
15991
0
                if (ImGuiDockContextPruneNodeData* data_root = (data->RootId == dock_id) ? data : pool.GetByKey(data->RootId))
15992
0
                    data_root->CountChildWindows++;
15993
0
            }
15994
15995
    // Prune
15996
0
    for (int settings_n = 0; settings_n < dc->NodesSettings.Size; settings_n++)
15997
0
    {
15998
0
        ImGuiDockNodeSettings* settings = &dc->NodesSettings[settings_n];
15999
0
        ImGuiDockContextPruneNodeData* data = pool.GetByKey(settings->ID);
16000
0
        if (data->CountWindows > 1)
16001
0
            continue;
16002
0
        ImGuiDockContextPruneNodeData* data_root = (data->RootId == settings->ID) ? data : pool.GetByKey(data->RootId);
16003
16004
0
        bool remove = false;
16005
0
        remove |= (data->CountWindows == 1 && settings->ParentNodeId == 0 && data->CountChildNodes == 0 && !(settings->Flags & ImGuiDockNodeFlags_CentralNode));  // Floating root node with only 1 window
16006
0
        remove |= (data->CountWindows == 0 && settings->ParentNodeId == 0 && data->CountChildNodes == 0); // Leaf nodes with 0 window
16007
0
        remove |= (data_root->CountChildWindows == 0);
16008
0
        if (remove)
16009
0
        {
16010
0
            IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextPruneUnusedSettingsNodes: Prune 0x%08X\n", settings->ID);
16011
0
            DockSettingsRemoveNodeReferences(&settings->ID, 1);
16012
0
            settings->ID = 0;
16013
0
        }
16014
0
    }
16015
0
}
16016
16017
static void ImGui::DockContextBuildNodesFromSettings(ImGuiContext* ctx, ImGuiDockNodeSettings* node_settings_array, int node_settings_count)
16018
0
{
16019
    // Build nodes
16020
0
    for (int node_n = 0; node_n < node_settings_count; node_n++)
16021
0
    {
16022
0
        ImGuiDockNodeSettings* settings = &node_settings_array[node_n];
16023
0
        if (settings->ID == 0)
16024
0
            continue;
16025
0
        ImGuiDockNode* node = DockContextAddNode(ctx, settings->ID);
16026
0
        node->ParentNode = settings->ParentNodeId ? DockContextFindNodeByID(ctx, settings->ParentNodeId) : NULL;
16027
0
        node->Pos = ImVec2(settings->Pos.x, settings->Pos.y);
16028
0
        node->Size = ImVec2(settings->Size.x, settings->Size.y);
16029
0
        node->SizeRef = ImVec2(settings->SizeRef.x, settings->SizeRef.y);
16030
0
        node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_DockNode;
16031
0
        if (node->ParentNode && node->ParentNode->ChildNodes[0] == NULL)
16032
0
            node->ParentNode->ChildNodes[0] = node;
16033
0
        else if (node->ParentNode && node->ParentNode->ChildNodes[1] == NULL)
16034
0
            node->ParentNode->ChildNodes[1] = node;
16035
0
        node->SelectedTabId = settings->SelectedTabId;
16036
0
        node->SplitAxis = (ImGuiAxis)settings->SplitAxis;
16037
0
        node->SetLocalFlags(settings->Flags & ImGuiDockNodeFlags_SavedFlagsMask_);
16038
16039
        // Bind host window immediately if it already exist (in case of a rebuild)
16040
        // This is useful as the RootWindowForTitleBarHighlight links necessary to highlight the currently focused node requires node->HostWindow to be set.
16041
0
        char host_window_title[20];
16042
0
        ImGuiDockNode* root_node = DockNodeGetRootNode(node);
16043
0
        node->HostWindow = FindWindowByName(DockNodeGetHostWindowTitle(root_node, host_window_title, IM_ARRAYSIZE(host_window_title)));
16044
0
    }
16045
0
}
16046
16047
void ImGui::DockContextBuildAddWindowsToNodes(ImGuiContext* ctx, ImGuiID root_id)
16048
0
{
16049
    // Rebind all windows to nodes (they can also lazily rebind but we'll have a visible glitch during the first frame)
16050
0
    ImGuiContext& g = *ctx;
16051
0
    for (ImGuiWindow* window : g.Windows)
16052
0
    {
16053
0
        if (window->DockId == 0 || window->LastFrameActive < g.FrameCount - 1)
16054
0
            continue;
16055
0
        if (window->DockNode != NULL)
16056
0
            continue;
16057
16058
0
        ImGuiDockNode* node = DockContextFindNodeByID(ctx, window->DockId);
16059
0
        IM_ASSERT(node != NULL);   // This should have been called after DockContextBuildNodesFromSettings()
16060
0
        if (root_id == 0 || DockNodeGetRootNode(node)->ID == root_id)
16061
0
            DockNodeAddWindow(node, window, true);
16062
0
    }
16063
0
}
16064
16065
//-----------------------------------------------------------------------------
16066
// Docking: ImGuiDockContext Docking/Undocking functions
16067
//-----------------------------------------------------------------------------
16068
// - DockContextQueueDock()
16069
// - DockContextQueueUndockWindow()
16070
// - DockContextQueueUndockNode()
16071
// - DockContextQueueNotifyRemovedNode()
16072
// - DockContextProcessDock()
16073
// - DockContextProcessUndockWindow()
16074
// - DockContextProcessUndockNode()
16075
// - DockContextCalcDropPosForDocking()
16076
//-----------------------------------------------------------------------------
16077
16078
void ImGui::DockContextQueueDock(ImGuiContext* ctx, ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload, ImGuiDir split_dir, float split_ratio, bool split_outer)
16079
0
{
16080
0
    IM_ASSERT(target != payload);
16081
0
    ImGuiDockRequest req;
16082
0
    req.Type = ImGuiDockRequestType_Dock;
16083
0
    req.DockTargetWindow = target;
16084
0
    req.DockTargetNode = target_node;
16085
0
    req.DockPayload = payload;
16086
0
    req.DockSplitDir = split_dir;
16087
0
    req.DockSplitRatio = split_ratio;
16088
0
    req.DockSplitOuter = split_outer;
16089
0
    ctx->DockContext.Requests.push_back(req);
16090
0
}
16091
16092
void ImGui::DockContextQueueUndockWindow(ImGuiContext* ctx, ImGuiWindow* window)
16093
0
{
16094
0
    ImGuiDockRequest req;
16095
0
    req.Type = ImGuiDockRequestType_Undock;
16096
0
    req.UndockTargetWindow = window;
16097
0
    ctx->DockContext.Requests.push_back(req);
16098
0
}
16099
16100
void ImGui::DockContextQueueUndockNode(ImGuiContext* ctx, ImGuiDockNode* node)
16101
0
{
16102
0
    ImGuiDockRequest req;
16103
0
    req.Type = ImGuiDockRequestType_Undock;
16104
0
    req.UndockTargetNode = node;
16105
0
    ctx->DockContext.Requests.push_back(req);
16106
0
}
16107
16108
void ImGui::DockContextQueueNotifyRemovedNode(ImGuiContext* ctx, ImGuiDockNode* node)
16109
0
{
16110
0
    ImGuiDockContext* dc = &ctx->DockContext;
16111
0
    for (ImGuiDockRequest& req : dc->Requests)
16112
0
        if (req.DockTargetNode == node)
16113
0
            req.Type = ImGuiDockRequestType_None;
16114
0
}
16115
16116
void ImGui::DockContextProcessDock(ImGuiContext* ctx, ImGuiDockRequest* req)
16117
0
{
16118
0
    IM_ASSERT((req->Type == ImGuiDockRequestType_Dock && req->DockPayload != NULL) || (req->Type == ImGuiDockRequestType_Split && req->DockPayload == NULL));
16119
0
    IM_ASSERT(req->DockTargetWindow != NULL || req->DockTargetNode != NULL);
16120
16121
0
    ImGuiContext& g = *ctx;
16122
0
    IM_UNUSED(g);
16123
16124
0
    ImGuiWindow* payload_window = req->DockPayload;     // Optional
16125
0
    ImGuiWindow* target_window = req->DockTargetWindow;
16126
0
    ImGuiDockNode* node = req->DockTargetNode;
16127
0
    if (payload_window)
16128
0
        IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextProcessDock node 0x%08X target '%s' dock window '%s', split_dir %d\n", node ? node->ID : 0, target_window ? target_window->Name : "NULL", payload_window->Name, req->DockSplitDir);
16129
0
    else
16130
0
        IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextProcessDock node 0x%08X, split_dir %d\n", node ? node->ID : 0, req->DockSplitDir);
16131
16132
    // Decide which Tab will be selected at the end of the operation
16133
0
    ImGuiID next_selected_id = 0;
16134
0
    ImGuiDockNode* payload_node = NULL;
16135
0
    if (payload_window)
16136
0
    {
16137
0
        payload_node = payload_window->DockNodeAsHost;
16138
0
        payload_window->DockNodeAsHost = NULL; // Important to clear this as the node will have its life as a child which might be merged/deleted later.
16139
0
        if (payload_node && payload_node->IsLeafNode())
16140
0
            next_selected_id = payload_node->TabBar->NextSelectedTabId ? payload_node->TabBar->NextSelectedTabId : payload_node->TabBar->SelectedTabId;
16141
0
        if (payload_node == NULL)
16142
0
            next_selected_id = payload_window->TabId;
16143
0
    }
16144
16145
    // FIXME-DOCK: When we are trying to dock an existing single-window node into a loose window, transfer Node ID as well
16146
    // When processing an interactive split, usually LastFrameAlive will be < g.FrameCount. But DockBuilder operations can make it ==.
16147
0
    if (node)
16148
0
        IM_ASSERT(node->LastFrameAlive <= g.FrameCount);
16149
0
    if (node && target_window && node == target_window->DockNodeAsHost)
16150
0
        IM_ASSERT(node->Windows.Size > 0 || node->IsSplitNode() || node->IsCentralNode());
16151
16152
    // Create new node and add existing window to it
16153
0
    if (node == NULL)
16154
0
    {
16155
0
        node = DockContextAddNode(ctx, 0);
16156
0
        node->Pos = target_window->Pos;
16157
0
        node->Size = target_window->Size;
16158
0
        if (target_window->DockNodeAsHost == NULL)
16159
0
        {
16160
0
            DockNodeAddWindow(node, target_window, true);
16161
0
            node->TabBar->Tabs[0].Flags &= ~ImGuiTabItemFlags_Unsorted;
16162
0
            target_window->DockIsActive = true;
16163
0
        }
16164
0
    }
16165
16166
0
    ImGuiDir split_dir = req->DockSplitDir;
16167
0
    if (split_dir != ImGuiDir_None)
16168
0
    {
16169
        // Split into two, one side will be our payload node unless we are dropping a loose window
16170
0
        const ImGuiAxis split_axis = (split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y;
16171
0
        const int split_inheritor_child_idx = (split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? 1 : 0; // Current contents will be moved to the opposite side
16172
0
        const float split_ratio = req->DockSplitRatio;
16173
0
        DockNodeTreeSplit(ctx, node, split_axis, split_inheritor_child_idx, split_ratio, payload_node);  // payload_node may be NULL here!
16174
0
        ImGuiDockNode* new_node = node->ChildNodes[split_inheritor_child_idx ^ 1];
16175
0
        new_node->HostWindow = node->HostWindow;
16176
0
        node = new_node;
16177
0
    }
16178
0
    node->SetLocalFlags(node->LocalFlags & ~ImGuiDockNodeFlags_HiddenTabBar);
16179
16180
0
    if (node != payload_node)
16181
0
    {
16182
        // Create tab bar before we call DockNodeMoveWindows (which would attempt to move the old tab-bar, which would lead us to payload tabs wrongly appearing before target tabs!)
16183
0
        if (node->Windows.Size > 0 && node->TabBar == NULL)
16184
0
        {
16185
0
            DockNodeAddTabBar(node);
16186
0
            for (int n = 0; n < node->Windows.Size; n++)
16187
0
                TabBarAddTab(node->TabBar, ImGuiTabItemFlags_None, node->Windows[n]);
16188
0
        }
16189
16190
0
        if (payload_node != NULL)
16191
0
        {
16192
            // Transfer full payload node (with 1+ child windows or child nodes)
16193
0
            if (payload_node->IsSplitNode())
16194
0
            {
16195
0
                if (node->Windows.Size > 0)
16196
0
                {
16197
                    // We can dock a split payload into a node that already has windows _only_ if our payload is a node tree with a single visible node.
16198
                    // In this situation, we move the windows of the target node into the currently visible node of the payload.
16199
                    // This allows us to preserve some of the underlying dock tree settings nicely.
16200
0
                    IM_ASSERT(payload_node->OnlyNodeWithWindows != NULL); // The docking should have been blocked by DockNodePreviewDockSetup() early on and never submitted.
16201
0
                    ImGuiDockNode* visible_node = payload_node->OnlyNodeWithWindows;
16202
0
                    if (visible_node->TabBar)
16203
0
                        IM_ASSERT(visible_node->TabBar->Tabs.Size > 0);
16204
0
                    DockNodeMoveWindows(node, visible_node);
16205
0
                    DockNodeMoveWindows(visible_node, node);
16206
0
                    DockSettingsRenameNodeReferences(node->ID, visible_node->ID);
16207
0
                }
16208
0
                if (node->IsCentralNode())
16209
0
                {
16210
                    // Central node property needs to be moved to a leaf node, pick the last focused one.
16211
                    // FIXME-DOCK: If we had to transfer other flags here, what would the policy be?
16212
0
                    ImGuiDockNode* last_focused_node = DockContextFindNodeByID(ctx, payload_node->LastFocusedNodeId);
16213
0
                    IM_ASSERT(last_focused_node != NULL);
16214
0
                    ImGuiDockNode* last_focused_root_node = DockNodeGetRootNode(last_focused_node);
16215
0
                    IM_ASSERT(last_focused_root_node == DockNodeGetRootNode(payload_node));
16216
0
                    last_focused_node->SetLocalFlags(last_focused_node->LocalFlags | ImGuiDockNodeFlags_CentralNode);
16217
0
                    node->SetLocalFlags(node->LocalFlags & ~ImGuiDockNodeFlags_CentralNode);
16218
0
                    last_focused_root_node->CentralNode = last_focused_node;
16219
0
                }
16220
16221
0
                IM_ASSERT(node->Windows.Size == 0);
16222
0
                DockNodeMoveChildNodes(node, payload_node);
16223
0
            }
16224
0
            else
16225
0
            {
16226
0
                const ImGuiID payload_dock_id = payload_node->ID;
16227
0
                DockNodeMoveWindows(node, payload_node);
16228
0
                DockSettingsRenameNodeReferences(payload_dock_id, node->ID);
16229
0
            }
16230
0
            DockContextRemoveNode(ctx, payload_node, true);
16231
0
        }
16232
0
        else if (payload_window)
16233
0
        {
16234
            // Transfer single window
16235
0
            const ImGuiID payload_dock_id = payload_window->DockId;
16236
0
            node->VisibleWindow = payload_window;
16237
0
            DockNodeAddWindow(node, payload_window, true);
16238
0
            if (payload_dock_id != 0)
16239
0
                DockSettingsRenameNodeReferences(payload_dock_id, node->ID);
16240
0
        }
16241
0
    }
16242
0
    else
16243
0
    {
16244
        // When docking a floating single window node we want to reevaluate auto-hiding of the tab bar
16245
0
        node->WantHiddenTabBarUpdate = true;
16246
0
    }
16247
16248
    // Update selection immediately
16249
0
    if (ImGuiTabBar* tab_bar = node->TabBar)
16250
0
        tab_bar->NextSelectedTabId = next_selected_id;
16251
0
    MarkIniSettingsDirty();
16252
0
}
16253
16254
// Problem:
16255
//   Undocking a large (~full screen) window would leave it so large that the bottom right sizing corner would more
16256
//   than likely be off the screen and the window would be hard to resize to fit on screen. This can be particularly problematic
16257
//   with 'ConfigWindowsMoveFromTitleBarOnly=true' and/or with 'ConfigWindowsResizeFromEdges=false' as well (the later can be
16258
//   due to missing ImGuiBackendFlags_HasMouseCursors backend flag).
16259
// Solution:
16260
//   When undocking a window we currently force its maximum size to 90% of the host viewport or monitor.
16261
// Reevaluate this when we implement preserving docked/undocked size ("docking_wip/undocked_size" branch).
16262
static ImVec2 FixLargeWindowsWhenUndocking(const ImVec2& size, ImGuiViewport* ref_viewport)
16263
0
{
16264
0
    if (ref_viewport == NULL)
16265
0
        return size;
16266
16267
0
    ImGuiContext& g = *GImGui;
16268
0
    ImVec2 max_size = ImTrunc(ref_viewport->WorkSize * 0.90f);
16269
0
    if (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable)
16270
0
    {
16271
0
        const ImGuiPlatformMonitor* monitor = ImGui::GetViewportPlatformMonitor(ref_viewport);
16272
0
        max_size = ImTrunc(monitor->WorkSize * 0.90f);
16273
0
    }
16274
0
    return ImMin(size, max_size);
16275
0
}
16276
16277
void ImGui::DockContextProcessUndockWindow(ImGuiContext* ctx, ImGuiWindow* window, bool clear_persistent_docking_ref)
16278
0
{
16279
0
    ImGuiContext& g = *ctx;
16280
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextProcessUndockWindow window '%s', clear_persistent_docking_ref = %d\n", window->Name, clear_persistent_docking_ref);
16281
0
    if (window->DockNode)
16282
0
        DockNodeRemoveWindow(window->DockNode, window, clear_persistent_docking_ref ? 0 : window->DockId);
16283
0
    else
16284
0
        window->DockId = 0;
16285
0
    window->Collapsed = false;
16286
0
    window->DockIsActive = false;
16287
0
    window->DockNodeIsVisible = window->DockTabIsVisible = false;
16288
0
    window->Size = window->SizeFull = FixLargeWindowsWhenUndocking(window->SizeFull, window->Viewport);
16289
16290
0
    MarkIniSettingsDirty();
16291
0
}
16292
16293
void ImGui::DockContextProcessUndockNode(ImGuiContext* ctx, ImGuiDockNode* node)
16294
0
{
16295
0
    ImGuiContext& g = *ctx;
16296
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextProcessUndockNode node %08X\n", node->ID);
16297
0
    IM_ASSERT(node->IsLeafNode());
16298
0
    IM_ASSERT(node->Windows.Size >= 1);
16299
16300
0
    if (node->IsRootNode() || node->IsCentralNode())
16301
0
    {
16302
        // In the case of a root node or central node, the node will have to stay in place. Create a new node to receive the payload.
16303
0
        ImGuiDockNode* new_node = DockContextAddNode(ctx, 0);
16304
0
        new_node->Pos = node->Pos;
16305
0
        new_node->Size = node->Size;
16306
0
        new_node->SizeRef = node->SizeRef;
16307
0
        DockNodeMoveWindows(new_node, node);
16308
0
        DockSettingsRenameNodeReferences(node->ID, new_node->ID);
16309
0
        node = new_node;
16310
0
    }
16311
0
    else
16312
0
    {
16313
        // Otherwise extract our node and merge our sibling back into the parent node.
16314
0
        IM_ASSERT(node->ParentNode->ChildNodes[0] == node || node->ParentNode->ChildNodes[1] == node);
16315
0
        int index_in_parent = (node->ParentNode->ChildNodes[0] == node) ? 0 : 1;
16316
0
        node->ParentNode->ChildNodes[index_in_parent] = NULL;
16317
0
        DockNodeTreeMerge(ctx, node->ParentNode, node->ParentNode->ChildNodes[index_in_parent ^ 1]);
16318
0
        node->ParentNode->AuthorityForViewport = ImGuiDataAuthority_Window; // The node that stays in place keeps the viewport, so our newly dragged out node will create a new viewport
16319
0
        node->ParentNode = NULL;
16320
0
    }
16321
0
    for (ImGuiWindow* window : node->Windows)
16322
0
    {
16323
0
        window->Flags &= ~ImGuiWindowFlags_ChildWindow;
16324
0
        if (window->ParentWindow)
16325
0
            window->ParentWindow->DC.ChildWindows.find_erase(window);
16326
0
        UpdateWindowParentAndRootLinks(window, window->Flags, NULL);
16327
0
    }
16328
0
    node->AuthorityForPos = node->AuthorityForSize = ImGuiDataAuthority_DockNode;
16329
0
    node->Size = FixLargeWindowsWhenUndocking(node->Size, node->Windows[0]->Viewport);
16330
0
    node->WantMouseMove = true;
16331
0
    MarkIniSettingsDirty();
16332
0
}
16333
16334
// This is mostly used for automation.
16335
bool ImGui::DockContextCalcDropPosForDocking(ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload_window, ImGuiDockNode* payload_node, ImGuiDir split_dir, bool split_outer, ImVec2* out_pos)
16336
0
{
16337
0
    if (target != NULL && target_node == NULL)
16338
0
        target_node = target->DockNode;
16339
16340
    // In DockNodePreviewDockSetup() for a root central node instead of showing both "inner" and "outer" drop rects
16341
    // (which would be functionally identical) we only show the outer one. Reflect this here.
16342
0
    if (target_node && target_node->ParentNode == NULL && target_node->IsCentralNode() && split_dir != ImGuiDir_None)
16343
0
        split_outer = true;
16344
0
    ImGuiDockPreviewData split_data;
16345
0
    DockNodePreviewDockSetup(target, target_node, payload_window, payload_node, &split_data, false, split_outer);
16346
0
    if (split_data.DropRectsDraw[split_dir+1].IsInverted())
16347
0
        return false;
16348
0
    *out_pos = split_data.DropRectsDraw[split_dir+1].GetCenter();
16349
0
    return true;
16350
0
}
16351
16352
//-----------------------------------------------------------------------------
16353
// Docking: ImGuiDockNode
16354
//-----------------------------------------------------------------------------
16355
// - DockNodeGetTabOrder()
16356
// - DockNodeAddWindow()
16357
// - DockNodeRemoveWindow()
16358
// - DockNodeMoveChildNodes()
16359
// - DockNodeMoveWindows()
16360
// - DockNodeApplyPosSizeToWindows()
16361
// - DockNodeHideHostWindow()
16362
// - ImGuiDockNodeFindInfoResults
16363
// - DockNodeFindInfo()
16364
// - DockNodeFindWindowByID()
16365
// - DockNodeUpdateFlagsAndCollapse()
16366
// - DockNodeUpdateHasCentralNodeFlag()
16367
// - DockNodeUpdateVisibleFlag()
16368
// - DockNodeStartMouseMovingWindow()
16369
// - DockNodeUpdate()
16370
// - DockNodeUpdateWindowMenu()
16371
// - DockNodeBeginAmendTabBar()
16372
// - DockNodeEndAmendTabBar()
16373
// - DockNodeUpdateTabBar()
16374
// - DockNodeAddTabBar()
16375
// - DockNodeRemoveTabBar()
16376
// - DockNodeIsDropAllowedOne()
16377
// - DockNodeIsDropAllowed()
16378
// - DockNodeCalcTabBarLayout()
16379
// - DockNodeCalcSplitRects()
16380
// - DockNodeCalcDropRectsAndTestMousePos()
16381
// - DockNodePreviewDockSetup()
16382
// - DockNodePreviewDockRender()
16383
//-----------------------------------------------------------------------------
16384
16385
ImGuiDockNode::ImGuiDockNode(ImGuiID id)
16386
0
{
16387
0
    ID = id;
16388
0
    SharedFlags = LocalFlags = LocalFlagsInWindows = MergedFlags = ImGuiDockNodeFlags_None;
16389
0
    ParentNode = ChildNodes[0] = ChildNodes[1] = NULL;
16390
0
    TabBar = NULL;
16391
0
    SplitAxis = ImGuiAxis_None;
16392
16393
0
    State = ImGuiDockNodeState_Unknown;
16394
0
    LastBgColor = IM_COL32_WHITE;
16395
0
    HostWindow = VisibleWindow = NULL;
16396
0
    CentralNode = OnlyNodeWithWindows = NULL;
16397
0
    CountNodeWithWindows = 0;
16398
0
    LastFrameAlive = LastFrameActive = LastFrameFocused = -1;
16399
0
    LastFocusedNodeId = 0;
16400
0
    SelectedTabId = 0;
16401
0
    WantCloseTabId = 0;
16402
0
    RefViewportId = 0;
16403
0
    AuthorityForPos = AuthorityForSize = ImGuiDataAuthority_DockNode;
16404
0
    AuthorityForViewport = ImGuiDataAuthority_Auto;
16405
0
    IsVisible = true;
16406
0
    IsFocused = HasCloseButton = HasWindowMenuButton = HasCentralNodeChild = false;
16407
0
    IsBgDrawnThisFrame = false;
16408
0
    WantCloseAll = WantLockSizeOnce = WantMouseMove = WantHiddenTabBarUpdate = WantHiddenTabBarToggle = false;
16409
0
}
16410
16411
ImGuiDockNode::~ImGuiDockNode()
16412
0
{
16413
0
    IM_DELETE(TabBar);
16414
0
    TabBar = NULL;
16415
0
    ChildNodes[0] = ChildNodes[1] = NULL;
16416
0
}
16417
16418
int ImGui::DockNodeGetTabOrder(ImGuiWindow* window)
16419
0
{
16420
0
    ImGuiTabBar* tab_bar = window->DockNode->TabBar;
16421
0
    if (tab_bar == NULL)
16422
0
        return -1;
16423
0
    ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, window->TabId);
16424
0
    return tab ? TabBarGetTabOrder(tab_bar, tab) : -1;
16425
0
}
16426
16427
static void DockNodeHideWindowDuringHostWindowCreation(ImGuiWindow* window)
16428
0
{
16429
0
    window->Hidden = true;
16430
0
    window->HiddenFramesCanSkipItems = window->Active ? 1 : 2;
16431
0
}
16432
16433
static void ImGui::DockNodeAddWindow(ImGuiDockNode* node, ImGuiWindow* window, bool add_to_tab_bar)
16434
0
{
16435
0
    ImGuiContext& g = *GImGui; (void)g;
16436
0
    if (window->DockNode)
16437
0
    {
16438
        // Can overwrite an existing window->DockNode (e.g. pointing to a disabled DockSpace node)
16439
0
        IM_ASSERT(window->DockNode->ID != node->ID);
16440
0
        DockNodeRemoveWindow(window->DockNode, window, 0);
16441
0
    }
16442
0
    IM_ASSERT(window->DockNode == NULL || window->DockNodeAsHost == NULL);
16443
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockNodeAddWindow node 0x%08X window '%s'\n", node->ID, window->Name);
16444
16445
    // If more than 2 windows appeared on the same frame leading to the creation of a new hosting window,
16446
    // we'll hide windows until the host window is ready. Hide the 1st window after its been output (so it is not visible for one frame).
16447
    // We will call DockNodeHideWindowDuringHostWindowCreation() on ourselves in Begin()
16448
0
    if (node->HostWindow == NULL && node->Windows.Size == 1 && node->Windows[0]->WasActive == false)
16449
0
        DockNodeHideWindowDuringHostWindowCreation(node->Windows[0]);
16450
16451
0
    node->Windows.push_back(window);
16452
0
    node->WantHiddenTabBarUpdate = true;
16453
0
    window->DockNode = node;
16454
0
    window->DockId = node->ID;
16455
0
    window->DockIsActive = (node->Windows.Size > 1);
16456
0
    window->DockTabWantClose = false;
16457
16458
    // When reactivating a node with one or two loose window, the window pos/size/viewport are authoritative over the node storage.
16459
    // In particular it is important we init the viewport from the first window so we don't create two viewports and drop one.
16460
0
    if (node->HostWindow == NULL && node->IsFloatingNode())
16461
0
    {
16462
0
        if (node->AuthorityForPos == ImGuiDataAuthority_Auto)
16463
0
            node->AuthorityForPos = ImGuiDataAuthority_Window;
16464
0
        if (node->AuthorityForSize == ImGuiDataAuthority_Auto)
16465
0
            node->AuthorityForSize = ImGuiDataAuthority_Window;
16466
0
        if (node->AuthorityForViewport == ImGuiDataAuthority_Auto)
16467
0
            node->AuthorityForViewport = ImGuiDataAuthority_Window;
16468
0
    }
16469
16470
    // Add to tab bar if requested
16471
0
    if (add_to_tab_bar)
16472
0
    {
16473
0
        if (node->TabBar == NULL)
16474
0
        {
16475
0
            DockNodeAddTabBar(node);
16476
0
            node->TabBar->SelectedTabId = node->TabBar->NextSelectedTabId = node->SelectedTabId;
16477
16478
            // Add existing windows
16479
0
            for (int n = 0; n < node->Windows.Size - 1; n++)
16480
0
                TabBarAddTab(node->TabBar, ImGuiTabItemFlags_None, node->Windows[n]);
16481
0
        }
16482
0
        TabBarAddTab(node->TabBar, ImGuiTabItemFlags_Unsorted, window);
16483
0
    }
16484
16485
0
    DockNodeUpdateVisibleFlag(node);
16486
16487
    // Update this without waiting for the next time we Begin() in the window, so our host window will have the proper title bar color on its first frame.
16488
0
    if (node->HostWindow)
16489
0
        UpdateWindowParentAndRootLinks(window, window->Flags | ImGuiWindowFlags_ChildWindow, node->HostWindow);
16490
0
}
16491
16492
static void ImGui::DockNodeRemoveWindow(ImGuiDockNode* node, ImGuiWindow* window, ImGuiID save_dock_id)
16493
0
{
16494
0
    ImGuiContext& g = *GImGui;
16495
0
    IM_ASSERT(window->DockNode == node);
16496
    //IM_ASSERT(window->RootWindowDockTree == node->HostWindow);
16497
    //IM_ASSERT(window->LastFrameActive < g.FrameCount);    // We may call this from Begin()
16498
0
    IM_ASSERT(save_dock_id == 0 || save_dock_id == node->ID);
16499
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockNodeRemoveWindow node 0x%08X window '%s'\n", node->ID, window->Name);
16500
16501
0
    window->DockNode = NULL;
16502
0
    window->DockIsActive = window->DockTabWantClose = false;
16503
0
    window->DockId = save_dock_id;
16504
0
    window->Flags &= ~ImGuiWindowFlags_ChildWindow;
16505
0
    if (window->ParentWindow)
16506
0
        window->ParentWindow->DC.ChildWindows.find_erase(window);
16507
0
    UpdateWindowParentAndRootLinks(window, window->Flags, NULL); // Update immediately
16508
16509
0
    if (node->HostWindow && node->HostWindow->ViewportOwned)
16510
0
    {
16511
        // When undocking from a user interaction this will always run in NewFrame() and have not much effect.
16512
        // But mid-frame, if we clear viewport we need to mark window as hidden as well.
16513
0
        window->Viewport = NULL;
16514
0
        window->ViewportId = 0;
16515
0
        window->ViewportOwned = false;
16516
0
        window->Hidden = true;
16517
0
    }
16518
16519
    // Remove window
16520
0
    bool erased = false;
16521
0
    for (int n = 0; n < node->Windows.Size; n++)
16522
0
        if (node->Windows[n] == window)
16523
0
        {
16524
0
            node->Windows.erase(node->Windows.Data + n);
16525
0
            erased = true;
16526
0
            break;
16527
0
        }
16528
0
    if (!erased)
16529
0
        IM_ASSERT(erased);
16530
0
    if (node->VisibleWindow == window)
16531
0
        node->VisibleWindow = NULL;
16532
16533
    // Remove tab and possibly tab bar
16534
0
    node->WantHiddenTabBarUpdate = true;
16535
0
    if (node->TabBar)
16536
0
    {
16537
0
        TabBarRemoveTab(node->TabBar, window->TabId);
16538
0
        const int tab_count_threshold_for_tab_bar = node->IsCentralNode() ? 1 : 2;
16539
0
        if (node->Windows.Size < tab_count_threshold_for_tab_bar)
16540
0
            DockNodeRemoveTabBar(node);
16541
0
    }
16542
16543
0
    if (node->Windows.Size == 0 && !node->IsCentralNode() && !node->IsDockSpace() && window->DockId != node->ID)
16544
0
    {
16545
        // Automatic dock node delete themselves if they are not holding at least one tab
16546
0
        DockContextRemoveNode(&g, node, true);
16547
0
        return;
16548
0
    }
16549
16550
0
    if (node->Windows.Size == 1 && !node->IsCentralNode() && node->HostWindow)
16551
0
    {
16552
0
        ImGuiWindow* remaining_window = node->Windows[0];
16553
        // Note: we used to transport viewport ownership here.
16554
0
        remaining_window->Collapsed = node->HostWindow->Collapsed;
16555
0
    }
16556
16557
    // Update visibility immediately is required so the DockNodeUpdateRemoveInactiveChilds() processing can reflect changes up the tree
16558
0
    DockNodeUpdateVisibleFlag(node);
16559
0
}
16560
16561
static void ImGui::DockNodeMoveChildNodes(ImGuiDockNode* dst_node, ImGuiDockNode* src_node)
16562
0
{
16563
0
    IM_ASSERT(dst_node->Windows.Size == 0);
16564
0
    dst_node->ChildNodes[0] = src_node->ChildNodes[0];
16565
0
    dst_node->ChildNodes[1] = src_node->ChildNodes[1];
16566
0
    if (dst_node->ChildNodes[0])
16567
0
        dst_node->ChildNodes[0]->ParentNode = dst_node;
16568
0
    if (dst_node->ChildNodes[1])
16569
0
        dst_node->ChildNodes[1]->ParentNode = dst_node;
16570
0
    dst_node->SplitAxis = src_node->SplitAxis;
16571
0
    dst_node->SizeRef = src_node->SizeRef;
16572
0
    src_node->ChildNodes[0] = src_node->ChildNodes[1] = NULL;
16573
0
}
16574
16575
static void ImGui::DockNodeMoveWindows(ImGuiDockNode* dst_node, ImGuiDockNode* src_node)
16576
0
{
16577
    // Insert tabs in the same orders as currently ordered (node->Windows isn't ordered)
16578
0
    IM_ASSERT(src_node && dst_node && dst_node != src_node);
16579
0
    ImGuiTabBar* src_tab_bar = src_node->TabBar;
16580
0
    if (src_tab_bar != NULL)
16581
0
        IM_ASSERT(src_node->Windows.Size <= src_node->TabBar->Tabs.Size);
16582
16583
    // If the dst_node is empty we can just move the entire tab bar (to preserve selection, scrolling, etc.)
16584
0
    bool move_tab_bar = (src_tab_bar != NULL) && (dst_node->TabBar == NULL);
16585
0
    if (move_tab_bar)
16586
0
    {
16587
0
        dst_node->TabBar = src_node->TabBar;
16588
0
        src_node->TabBar = NULL;
16589
0
    }
16590
16591
    // Tab order is not important here, it is preserved by sorting in DockNodeUpdateTabBar().
16592
0
    for (ImGuiWindow* window : src_node->Windows)
16593
0
    {
16594
0
        window->DockNode = NULL;
16595
0
        window->DockIsActive = false;
16596
0
        DockNodeAddWindow(dst_node, window, !move_tab_bar);
16597
0
    }
16598
0
    src_node->Windows.clear();
16599
16600
0
    if (!move_tab_bar && src_node->TabBar)
16601
0
    {
16602
0
        if (dst_node->TabBar)
16603
0
            dst_node->TabBar->SelectedTabId = src_node->TabBar->SelectedTabId;
16604
0
        DockNodeRemoveTabBar(src_node);
16605
0
    }
16606
0
}
16607
16608
static void ImGui::DockNodeApplyPosSizeToWindows(ImGuiDockNode* node)
16609
0
{
16610
0
    for (ImGuiWindow* window : node->Windows)
16611
0
    {
16612
0
        SetWindowPos(window, node->Pos, ImGuiCond_Always); // We don't assign directly to Pos because it can break the calculation of SizeContents on next frame
16613
0
        SetWindowSize(window, node->Size, ImGuiCond_Always);
16614
0
    }
16615
0
}
16616
16617
static void ImGui::DockNodeHideHostWindow(ImGuiDockNode* node)
16618
0
{
16619
0
    if (node->HostWindow)
16620
0
    {
16621
0
        if (node->HostWindow->DockNodeAsHost == node)
16622
0
            node->HostWindow->DockNodeAsHost = NULL;
16623
0
        node->HostWindow = NULL;
16624
0
    }
16625
16626
0
    if (node->Windows.Size == 1)
16627
0
    {
16628
0
        node->VisibleWindow = node->Windows[0];
16629
0
        node->Windows[0]->DockIsActive = false;
16630
0
    }
16631
16632
0
    if (node->TabBar)
16633
0
        DockNodeRemoveTabBar(node);
16634
0
}
16635
16636
// Search function called once by root node in DockNodeUpdate()
16637
struct ImGuiDockNodeTreeInfo
16638
{
16639
    ImGuiDockNode*      CentralNode;
16640
    ImGuiDockNode*      FirstNodeWithWindows;
16641
    int                 CountNodesWithWindows;
16642
    //ImGuiWindowClass  WindowClassForMerges;
16643
16644
0
    ImGuiDockNodeTreeInfo() { memset(this, 0, sizeof(*this)); }
16645
};
16646
16647
static void DockNodeFindInfo(ImGuiDockNode* node, ImGuiDockNodeTreeInfo* info)
16648
0
{
16649
0
    if (node->Windows.Size > 0)
16650
0
    {
16651
0
        if (info->FirstNodeWithWindows == NULL)
16652
0
            info->FirstNodeWithWindows = node;
16653
0
        info->CountNodesWithWindows++;
16654
0
    }
16655
0
    if (node->IsCentralNode())
16656
0
    {
16657
0
        IM_ASSERT(info->CentralNode == NULL); // Should be only one
16658
0
        IM_ASSERT(node->IsLeafNode() && "If you get this assert: please submit .ini file + repro of actions leading to this.");
16659
0
        info->CentralNode = node;
16660
0
    }
16661
0
    if (info->CountNodesWithWindows > 1 && info->CentralNode != NULL)
16662
0
        return;
16663
0
    if (node->ChildNodes[0])
16664
0
        DockNodeFindInfo(node->ChildNodes[0], info);
16665
0
    if (node->ChildNodes[1])
16666
0
        DockNodeFindInfo(node->ChildNodes[1], info);
16667
0
}
16668
16669
static ImGuiWindow* ImGui::DockNodeFindWindowByID(ImGuiDockNode* node, ImGuiID id)
16670
0
{
16671
0
    IM_ASSERT(id != 0);
16672
0
    for (ImGuiWindow* window : node->Windows)
16673
0
        if (window->ID == id)
16674
0
            return window;
16675
0
    return NULL;
16676
0
}
16677
16678
// - Remove inactive windows/nodes.
16679
// - Update visibility flag.
16680
static void ImGui::DockNodeUpdateFlagsAndCollapse(ImGuiDockNode* node)
16681
0
{
16682
0
    ImGuiContext& g = *GImGui;
16683
0
    IM_ASSERT(node->ParentNode == NULL || node->ParentNode->ChildNodes[0] == node || node->ParentNode->ChildNodes[1] == node);
16684
16685
    // Inherit most flags
16686
0
    if (node->ParentNode)
16687
0
        node->SharedFlags = node->ParentNode->SharedFlags & ImGuiDockNodeFlags_SharedFlagsInheritMask_;
16688
16689
    // Recurse into children
16690
    // There is the possibility that one of our child becoming empty will delete itself and moving its sibling contents into 'node'.
16691
    // If 'node->ChildNode[0]' delete itself, then 'node->ChildNode[1]->Windows' will be moved into 'node'
16692
    // If 'node->ChildNode[1]' delete itself, then 'node->ChildNode[0]->Windows' will be moved into 'node' and the "remove inactive windows" loop will have run twice on those windows (harmless)
16693
0
    node->HasCentralNodeChild = false;
16694
0
    if (node->ChildNodes[0])
16695
0
        DockNodeUpdateFlagsAndCollapse(node->ChildNodes[0]);
16696
0
    if (node->ChildNodes[1])
16697
0
        DockNodeUpdateFlagsAndCollapse(node->ChildNodes[1]);
16698
16699
    // Remove inactive windows, collapse nodes
16700
    // Merge node flags overrides stored in windows
16701
0
    node->LocalFlagsInWindows = ImGuiDockNodeFlags_None;
16702
0
    for (int window_n = 0; window_n < node->Windows.Size; window_n++)
16703
0
    {
16704
0
        ImGuiWindow* window = node->Windows[window_n];
16705
0
        IM_ASSERT(window->DockNode == node);
16706
16707
0
        bool node_was_active = (node->LastFrameActive + 1 == g.FrameCount);
16708
0
        bool remove = false;
16709
0
        remove |= node_was_active && (window->LastFrameActive + 1 < g.FrameCount);
16710
0
        remove |= node_was_active && (node->WantCloseAll || node->WantCloseTabId == window->TabId) && window->HasCloseButton && !(window->Flags & ImGuiWindowFlags_UnsavedDocument);  // Submit all _expected_ closure from last frame
16711
0
        remove |= (window->DockTabWantClose);
16712
0
        if (remove)
16713
0
        {
16714
0
            window->DockTabWantClose = false;
16715
0
            if (node->Windows.Size == 1 && !node->IsCentralNode())
16716
0
            {
16717
0
                DockNodeHideHostWindow(node);
16718
0
                node->State = ImGuiDockNodeState_HostWindowHiddenBecauseSingleWindow;
16719
0
                DockNodeRemoveWindow(node, window, node->ID); // Will delete the node so it'll be invalid on return
16720
0
                return;
16721
0
            }
16722
0
            DockNodeRemoveWindow(node, window, node->ID);
16723
0
            window_n--;
16724
0
            continue;
16725
0
        }
16726
16727
        // FIXME-DOCKING: Missing policies for conflict resolution, hence the "Experimental" tag on this.
16728
        //node->LocalFlagsInWindow &= ~window->WindowClass.DockNodeFlagsOverrideClear;
16729
0
        node->LocalFlagsInWindows |= window->WindowClass.DockNodeFlagsOverrideSet;
16730
0
    }
16731
0
    node->UpdateMergedFlags();
16732
16733
    // Auto-hide tab bar option
16734
0
    ImGuiDockNodeFlags node_flags = node->MergedFlags;
16735
0
    if (node->WantHiddenTabBarUpdate && node->Windows.Size == 1 && (node_flags & ImGuiDockNodeFlags_AutoHideTabBar) && !node->IsHiddenTabBar())
16736
0
        node->WantHiddenTabBarToggle = true;
16737
0
    node->WantHiddenTabBarUpdate = false;
16738
16739
    // Cancel toggling if we know our tab bar is enforced to be hidden at all times
16740
0
    if (node->WantHiddenTabBarToggle && node->VisibleWindow && (node->VisibleWindow->WindowClass.DockNodeFlagsOverrideSet & ImGuiDockNodeFlags_HiddenTabBar))
16741
0
        node->WantHiddenTabBarToggle = false;
16742
16743
    // Apply toggles at a single point of the frame (here!)
16744
0
    if (node->Windows.Size > 1)
16745
0
        node->SetLocalFlags(node->LocalFlags & ~ImGuiDockNodeFlags_HiddenTabBar);
16746
0
    else if (node->WantHiddenTabBarToggle)
16747
0
        node->SetLocalFlags(node->LocalFlags ^ ImGuiDockNodeFlags_HiddenTabBar);
16748
0
    node->WantHiddenTabBarToggle = false;
16749
16750
0
    DockNodeUpdateVisibleFlag(node);
16751
0
}
16752
16753
// This is rarely called as DockNodeUpdateForRootNode() generally does it most frames.
16754
static void ImGui::DockNodeUpdateHasCentralNodeChild(ImGuiDockNode* node)
16755
0
{
16756
0
    node->HasCentralNodeChild = false;
16757
0
    if (node->ChildNodes[0])
16758
0
        DockNodeUpdateHasCentralNodeChild(node->ChildNodes[0]);
16759
0
    if (node->ChildNodes[1])
16760
0
        DockNodeUpdateHasCentralNodeChild(node->ChildNodes[1]);
16761
0
    if (node->IsRootNode())
16762
0
    {
16763
0
        ImGuiDockNode* mark_node = node->CentralNode;
16764
0
        while (mark_node)
16765
0
        {
16766
0
            mark_node->HasCentralNodeChild = true;
16767
0
            mark_node = mark_node->ParentNode;
16768
0
        }
16769
0
    }
16770
0
}
16771
16772
static void ImGui::DockNodeUpdateVisibleFlag(ImGuiDockNode* node)
16773
0
{
16774
    // Update visibility flag
16775
0
    bool is_visible = (node->ParentNode == NULL) ? node->IsDockSpace() : node->IsCentralNode();
16776
0
    is_visible |= (node->Windows.Size > 0);
16777
0
    is_visible |= (node->ChildNodes[0] && node->ChildNodes[0]->IsVisible);
16778
0
    is_visible |= (node->ChildNodes[1] && node->ChildNodes[1]->IsVisible);
16779
0
    node->IsVisible = is_visible;
16780
0
}
16781
16782
static void ImGui::DockNodeStartMouseMovingWindow(ImGuiDockNode* node, ImGuiWindow* window)
16783
0
{
16784
0
    ImGuiContext& g = *GImGui;
16785
0
    IM_ASSERT(node->WantMouseMove == true);
16786
0
    StartMouseMovingWindow(window);
16787
0
    g.ActiveIdClickOffset = g.IO.MouseClickedPos[0] - node->Pos;
16788
0
    g.MovingWindow = window; // If we are docked into a non moveable root window, StartMouseMovingWindow() won't set g.MovingWindow. Override that decision.
16789
0
    node->WantMouseMove = false;
16790
0
}
16791
16792
// Update CentralNode, OnlyNodeWithWindows, LastFocusedNodeID. Copy window class.
16793
static void ImGui::DockNodeUpdateForRootNode(ImGuiDockNode* node)
16794
0
{
16795
0
    DockNodeUpdateFlagsAndCollapse(node);
16796
16797
    // - Setup central node pointers
16798
    // - Find if there's only a single visible window in the hierarchy (in which case we need to display a regular title bar -> FIXME-DOCK: that last part is not done yet!)
16799
    // Cannot merge this with DockNodeUpdateFlagsAndCollapse() because FirstNodeWithWindows is found after window removal and child collapsing
16800
0
    ImGuiDockNodeTreeInfo info;
16801
0
    DockNodeFindInfo(node, &info);
16802
0
    node->CentralNode = info.CentralNode;
16803
0
    node->OnlyNodeWithWindows = (info.CountNodesWithWindows == 1) ? info.FirstNodeWithWindows : NULL;
16804
0
    node->CountNodeWithWindows = info.CountNodesWithWindows;
16805
0
    if (node->LastFocusedNodeId == 0 && info.FirstNodeWithWindows != NULL)
16806
0
        node->LastFocusedNodeId = info.FirstNodeWithWindows->ID;
16807
16808
    // Copy the window class from of our first window so it can be used for proper dock filtering.
16809
    // When node has mixed windows, prioritize the class with the most constraint (DockingAllowUnclassed = false) as the reference to copy.
16810
    // FIXME-DOCK: We don't recurse properly, this code could be reworked to work from DockNodeUpdateScanRec.
16811
0
    if (ImGuiDockNode* first_node_with_windows = info.FirstNodeWithWindows)
16812
0
    {
16813
0
        node->WindowClass = first_node_with_windows->Windows[0]->WindowClass;
16814
0
        for (int n = 1; n < first_node_with_windows->Windows.Size; n++)
16815
0
            if (first_node_with_windows->Windows[n]->WindowClass.DockingAllowUnclassed == false)
16816
0
            {
16817
0
                node->WindowClass = first_node_with_windows->Windows[n]->WindowClass;
16818
0
                break;
16819
0
            }
16820
0
    }
16821
16822
0
    ImGuiDockNode* mark_node = node->CentralNode;
16823
0
    while (mark_node)
16824
0
    {
16825
0
        mark_node->HasCentralNodeChild = true;
16826
0
        mark_node = mark_node->ParentNode;
16827
0
    }
16828
0
}
16829
16830
static void DockNodeSetupHostWindow(ImGuiDockNode* node, ImGuiWindow* host_window)
16831
0
{
16832
    // Remove ourselves from any previous different host window
16833
    // This can happen if a user mistakenly does (see #4295 for details):
16834
    //  - N+0: DockBuilderAddNode(id, 0)    // missing ImGuiDockNodeFlags_DockSpace
16835
    //  - N+1: NewFrame()                   // will create floating host window for that node
16836
    //  - N+1: DockSpace(id)                // requalify node as dockspace, moving host window
16837
0
    if (node->HostWindow && node->HostWindow != host_window && node->HostWindow->DockNodeAsHost == node)
16838
0
        node->HostWindow->DockNodeAsHost = NULL;
16839
16840
0
    host_window->DockNodeAsHost = node;
16841
0
    node->HostWindow = host_window;
16842
0
}
16843
16844
static void ImGui::DockNodeUpdate(ImGuiDockNode* node)
16845
0
{
16846
0
    ImGuiContext& g = *GImGui;
16847
0
    IM_ASSERT(node->LastFrameActive != g.FrameCount);
16848
0
    node->LastFrameAlive = g.FrameCount;
16849
0
    node->IsBgDrawnThisFrame = false;
16850
16851
0
    node->CentralNode = node->OnlyNodeWithWindows = NULL;
16852
0
    if (node->IsRootNode())
16853
0
        DockNodeUpdateForRootNode(node);
16854
16855
    // Remove tab bar if not needed
16856
0
    if (node->TabBar && node->IsNoTabBar())
16857
0
        DockNodeRemoveTabBar(node);
16858
16859
    // Early out for hidden root dock nodes (when all DockId references are in inactive windows, or there is only 1 floating window holding on the DockId)
16860
0
    bool want_to_hide_host_window = false;
16861
0
    if (node->IsFloatingNode())
16862
0
    {
16863
0
        if (node->Windows.Size <= 1 && node->IsLeafNode())
16864
0
            if (!g.IO.ConfigDockingAlwaysTabBar && (node->Windows.Size == 0 || !node->Windows[0]->WindowClass.DockingAlwaysTabBar))
16865
0
                want_to_hide_host_window = true;
16866
0
        if (node->CountNodeWithWindows == 0)
16867
0
            want_to_hide_host_window = true;
16868
0
    }
16869
0
    if (want_to_hide_host_window)
16870
0
    {
16871
0
        if (node->Windows.Size == 1)
16872
0
        {
16873
            // Floating window pos/size is authoritative
16874
0
            ImGuiWindow* single_window = node->Windows[0];
16875
0
            node->Pos = single_window->Pos;
16876
0
            node->Size = single_window->SizeFull;
16877
0
            node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Window;
16878
16879
            // Transfer focus immediately so when we revert to a regular window it is immediately selected
16880
0
            if (node->HostWindow && g.NavWindow == node->HostWindow)
16881
0
                FocusWindow(single_window);
16882
0
            if (node->HostWindow)
16883
0
            {
16884
0
                IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Node %08X transfer Viewport %08X->%08X to Window '%s'\n", node->ID, node->HostWindow->Viewport->ID, single_window->ID, single_window->Name);
16885
0
                single_window->Viewport = node->HostWindow->Viewport;
16886
0
                single_window->ViewportId = node->HostWindow->ViewportId;
16887
0
                if (node->HostWindow->ViewportOwned)
16888
0
                {
16889
0
                    single_window->Viewport->ID = single_window->ID;
16890
0
                    single_window->Viewport->Window = single_window;
16891
0
                    single_window->ViewportOwned = true;
16892
0
                }
16893
0
            }
16894
0
            node->RefViewportId = single_window->ViewportId;
16895
0
        }
16896
16897
0
        DockNodeHideHostWindow(node);
16898
0
        node->State = ImGuiDockNodeState_HostWindowHiddenBecauseSingleWindow;
16899
0
        node->WantCloseAll = false;
16900
0
        node->WantCloseTabId = 0;
16901
0
        node->HasCloseButton = node->HasWindowMenuButton = false;
16902
0
        node->LastFrameActive = g.FrameCount;
16903
16904
0
        if (node->WantMouseMove && node->Windows.Size == 1)
16905
0
            DockNodeStartMouseMovingWindow(node, node->Windows[0]);
16906
0
        return;
16907
0
    }
16908
16909
    // In some circumstance we will defer creating the host window (so everything will be kept hidden),
16910
    // while the expected visible window is resizing itself.
16911
    // This is important for first-time (no ini settings restored) single window when io.ConfigDockingAlwaysTabBar is enabled,
16912
    // otherwise the node ends up using the minimum window size. Effectively those windows will take an extra frame to show up:
16913
    //   N+0: Begin(): window created (with no known size), node is created
16914
    //   N+1: DockNodeUpdate(): node skip creating host window / Begin(): window size applied, not visible
16915
    //   N+2: DockNodeUpdate(): node can create host window / Begin(): window becomes visible
16916
    // We could remove this frame if we could reliably calculate the expected window size during node update, before the Begin() code.
16917
    // It would require a generalization of CalcWindowExpectedSize(), probably extracting code away from Begin().
16918
    // In reality it isn't very important as user quickly ends up with size data in .ini file.
16919
0
    if (node->IsVisible && node->HostWindow == NULL && node->IsFloatingNode() && node->IsLeafNode())
16920
0
    {
16921
0
        IM_ASSERT(node->Windows.Size > 0);
16922
0
        ImGuiWindow* ref_window = NULL;
16923
0
        if (node->SelectedTabId != 0) // Note that we prune single-window-node settings on .ini loading, so this is generally 0 for them!
16924
0
            ref_window = DockNodeFindWindowByID(node, node->SelectedTabId);
16925
0
        if (ref_window == NULL)
16926
0
            ref_window = node->Windows[0];
16927
0
        if (ref_window->AutoFitFramesX > 0 || ref_window->AutoFitFramesY > 0)
16928
0
        {
16929
0
            node->State = ImGuiDockNodeState_HostWindowHiddenBecauseWindowsAreResizing;
16930
0
            return;
16931
0
        }
16932
0
    }
16933
16934
0
    const ImGuiDockNodeFlags node_flags = node->MergedFlags;
16935
16936
    // Decide if the node will have a close button and a window menu button
16937
0
    node->HasWindowMenuButton = (node->Windows.Size > 0) && (node_flags & ImGuiDockNodeFlags_NoWindowMenuButton) == 0;
16938
0
    node->HasCloseButton = false;
16939
0
    for (ImGuiWindow* window : node->Windows)
16940
0
    {
16941
        // FIXME-DOCK: Setting DockIsActive here means that for single active window in a leaf node, DockIsActive will be cleared until the next Begin() call.
16942
0
        node->HasCloseButton |= window->HasCloseButton;
16943
0
        window->DockIsActive = (node->Windows.Size > 1);
16944
0
    }
16945
0
    if (node_flags & ImGuiDockNodeFlags_NoCloseButton)
16946
0
        node->HasCloseButton = false;
16947
16948
    // Bind or create host window
16949
0
    ImGuiWindow* host_window = NULL;
16950
0
    bool beginned_into_host_window = false;
16951
0
    if (node->IsDockSpace())
16952
0
    {
16953
        // [Explicit root dockspace node]
16954
0
        IM_ASSERT(node->HostWindow);
16955
0
        host_window = node->HostWindow;
16956
0
    }
16957
0
    else
16958
0
    {
16959
        // [Automatic root or child nodes]
16960
0
        if (node->IsRootNode() && node->IsVisible)
16961
0
        {
16962
0
            ImGuiWindow* ref_window = (node->Windows.Size > 0) ? node->Windows[0] : NULL;
16963
16964
            // Sync Pos
16965
0
            if (node->AuthorityForPos == ImGuiDataAuthority_Window && ref_window)
16966
0
                SetNextWindowPos(ref_window->Pos);
16967
0
            else if (node->AuthorityForPos == ImGuiDataAuthority_DockNode)
16968
0
                SetNextWindowPos(node->Pos);
16969
16970
            // Sync Size
16971
0
            if (node->AuthorityForSize == ImGuiDataAuthority_Window && ref_window)
16972
0
                SetNextWindowSize(ref_window->SizeFull);
16973
0
            else if (node->AuthorityForSize == ImGuiDataAuthority_DockNode)
16974
0
                SetNextWindowSize(node->Size);
16975
16976
            // Sync Collapsed
16977
0
            if (node->AuthorityForSize == ImGuiDataAuthority_Window && ref_window)
16978
0
                SetNextWindowCollapsed(ref_window->Collapsed);
16979
16980
            // Sync Viewport
16981
0
            if (node->AuthorityForViewport == ImGuiDataAuthority_Window && ref_window)
16982
0
                SetNextWindowViewport(ref_window->ViewportId);
16983
0
            else if (node->AuthorityForViewport == ImGuiDataAuthority_Window && node->RefViewportId != 0)
16984
0
                SetNextWindowViewport(node->RefViewportId);
16985
16986
0
            SetNextWindowClass(&node->WindowClass);
16987
16988
            // Begin into the host window
16989
0
            char window_label[20];
16990
0
            DockNodeGetHostWindowTitle(node, window_label, IM_ARRAYSIZE(window_label));
16991
0
            ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoScrollWithMouse | ImGuiWindowFlags_DockNodeHost;
16992
0
            window_flags |= ImGuiWindowFlags_NoFocusOnAppearing;
16993
0
            window_flags |= ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoNavFocus | ImGuiWindowFlags_NoCollapse;
16994
0
            window_flags |= ImGuiWindowFlags_NoTitleBar;
16995
16996
0
            SetNextWindowBgAlpha(0.0f); // Don't set ImGuiWindowFlags_NoBackground because it disables borders
16997
0
            PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0, 0));
16998
0
            Begin(window_label, NULL, window_flags);
16999
0
            PopStyleVar();
17000
0
            beginned_into_host_window = true;
17001
17002
0
            host_window = g.CurrentWindow;
17003
0
            DockNodeSetupHostWindow(node, host_window);
17004
0
            host_window->DC.CursorPos = host_window->Pos;
17005
0
            node->Pos = host_window->Pos;
17006
0
            node->Size = host_window->Size;
17007
17008
            // We set ImGuiWindowFlags_NoFocusOnAppearing because we don't want the host window to take full focus (e.g. steal NavWindow)
17009
            // But we still it bring it to the front of display. There's no way to choose this precise behavior via window flags.
17010
            // One simple case to ponder if: window A has a toggle to create windows B/C/D. Dock B/C/D together, clear the toggle and enable it again.
17011
            // When reappearing B/C/D will request focus and be moved to the top of the display pile, but they are not linked to the dock host window
17012
            // during the frame they appear. The dock host window would keep its old display order, and the sorting in EndFrame would move B/C/D back
17013
            // after the dock host window, losing their top-most status.
17014
0
            if (node->HostWindow->Appearing)
17015
0
                BringWindowToDisplayFront(node->HostWindow);
17016
17017
0
            node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Auto;
17018
0
        }
17019
0
        else if (node->ParentNode)
17020
0
        {
17021
0
            node->HostWindow = host_window = node->ParentNode->HostWindow;
17022
0
            node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Auto;
17023
0
        }
17024
0
        if (node->WantMouseMove && node->HostWindow)
17025
0
            DockNodeStartMouseMovingWindow(node, node->HostWindow);
17026
0
    }
17027
0
    node->RefViewportId = 0; // Clear when we have a host window
17028
17029
    // Update focused node (the one whose title bar is highlight) within a node tree
17030
0
    if (node->IsSplitNode())
17031
0
        IM_ASSERT(node->TabBar == NULL);
17032
0
    if (node->IsRootNode())
17033
0
        if (ImGuiWindow* p_window = g.NavWindow ? g.NavWindow->RootWindow : NULL)
17034
0
            while (p_window != NULL && p_window->DockNode != NULL)
17035
0
            {
17036
0
                ImGuiDockNode* p_node = DockNodeGetRootNode(p_window->DockNode);
17037
0
                if (p_node == node)
17038
0
                {
17039
0
                    node->LastFocusedNodeId = p_window->DockNode->ID; // Note: not using root node ID!
17040
0
                    break;
17041
0
                }
17042
0
                p_window = p_node->HostWindow ? p_node->HostWindow->RootWindow : NULL;
17043
0
            }
17044
17045
    // Register a hit-test hole in the window unless we are currently dragging a window that is compatible with our dockspace
17046
0
    ImGuiDockNode* central_node = node->CentralNode;
17047
0
    const bool central_node_hole = node->IsRootNode() && host_window && (node_flags & ImGuiDockNodeFlags_PassthruCentralNode) != 0 && central_node != NULL && central_node->IsEmpty();
17048
0
    bool central_node_hole_register_hit_test_hole = central_node_hole;
17049
0
    if (central_node_hole)
17050
0
        if (const ImGuiPayload* payload = ImGui::GetDragDropPayload())
17051
0
            if (payload->IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW) && DockNodeIsDropAllowed(host_window, *(ImGuiWindow**)payload->Data))
17052
0
                central_node_hole_register_hit_test_hole = false;
17053
0
    if (central_node_hole_register_hit_test_hole)
17054
0
    {
17055
        // We add a little padding to match the "resize from edges" behavior and allow grabbing the splitter easily.
17056
        // (But we only add it if there's something else on the other side of the hole, otherwise for e.g. fullscreen
17057
        // covering passthru node we'd have a gap on the edge not covered by the hole)
17058
0
        IM_ASSERT(node->IsDockSpace()); // We cannot pass this flag without the DockSpace() api. Testing this because we also setup the hole in host_window->ParentNode
17059
0
        ImGuiDockNode* root_node = DockNodeGetRootNode(central_node);
17060
0
        ImRect root_rect(root_node->Pos, root_node->Pos + root_node->Size);
17061
0
        ImRect hole_rect(central_node->Pos, central_node->Pos + central_node->Size);
17062
0
        if (hole_rect.Min.x > root_rect.Min.x) { hole_rect.Min.x += WINDOWS_HOVER_PADDING; }
17063
0
        if (hole_rect.Max.x < root_rect.Max.x) { hole_rect.Max.x -= WINDOWS_HOVER_PADDING; }
17064
0
        if (hole_rect.Min.y > root_rect.Min.y) { hole_rect.Min.y += WINDOWS_HOVER_PADDING; }
17065
0
        if (hole_rect.Max.y < root_rect.Max.y) { hole_rect.Max.y -= WINDOWS_HOVER_PADDING; }
17066
        //GetForegroundDrawList()->AddRect(hole_rect.Min, hole_rect.Max, IM_COL32(255, 0, 0, 255));
17067
0
        if (central_node_hole && !hole_rect.IsInverted())
17068
0
        {
17069
0
            SetWindowHitTestHole(host_window, hole_rect.Min, hole_rect.Max - hole_rect.Min);
17070
0
            if (host_window->ParentWindow)
17071
0
                SetWindowHitTestHole(host_window->ParentWindow, hole_rect.Min, hole_rect.Max - hole_rect.Min);
17072
0
        }
17073
0
    }
17074
17075
    // Update position/size, process and draw resizing splitters
17076
0
    if (node->IsRootNode() && host_window)
17077
0
    {
17078
0
        DockNodeTreeUpdatePosSize(node, host_window->Pos, host_window->Size);
17079
0
        PushStyleColor(ImGuiCol_Separator, g.Style.Colors[ImGuiCol_Border]);
17080
0
        PushStyleColor(ImGuiCol_SeparatorActive, g.Style.Colors[ImGuiCol_ResizeGripActive]);
17081
0
        PushStyleColor(ImGuiCol_SeparatorHovered, g.Style.Colors[ImGuiCol_ResizeGripHovered]);
17082
0
        DockNodeTreeUpdateSplitter(node);
17083
0
        PopStyleColor(3);
17084
0
    }
17085
17086
    // Draw empty node background (currently can only be the Central Node)
17087
0
    if (host_window && node->IsEmpty() && node->IsVisible)
17088
0
    {
17089
0
        host_window->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG);
17090
0
        node->LastBgColor = (node_flags & ImGuiDockNodeFlags_PassthruCentralNode) ? 0 : GetColorU32(ImGuiCol_DockingEmptyBg);
17091
0
        if (node->LastBgColor != 0)
17092
0
            host_window->DrawList->AddRectFilled(node->Pos, node->Pos + node->Size, node->LastBgColor);
17093
0
        node->IsBgDrawnThisFrame = true;
17094
0
    }
17095
17096
    // Draw whole dockspace background if ImGuiDockNodeFlags_PassthruCentralNode if set.
17097
    // We need to draw a background at the root level if requested by ImGuiDockNodeFlags_PassthruCentralNode, but we will only know the correct pos/size
17098
    // _after_ processing the resizing splitters. So we are using the DrawList channel splitting facility to submit drawing primitives out of order!
17099
0
    const bool render_dockspace_bg = node->IsRootNode() && host_window && (node_flags & ImGuiDockNodeFlags_PassthruCentralNode) != 0;
17100
0
    if (render_dockspace_bg && node->IsVisible)
17101
0
    {
17102
0
        host_window->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG);
17103
0
        if (central_node_hole)
17104
0
            RenderRectFilledWithHole(host_window->DrawList, node->Rect(), central_node->Rect(), GetColorU32(ImGuiCol_WindowBg), 0.0f);
17105
0
        else
17106
0
            host_window->DrawList->AddRectFilled(node->Pos, node->Pos + node->Size, GetColorU32(ImGuiCol_WindowBg), 0.0f);
17107
0
    }
17108
17109
    // Draw and populate Tab Bar
17110
0
    if (host_window)
17111
0
        host_window->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_FG);
17112
0
    if (host_window && node->Windows.Size > 0)
17113
0
    {
17114
0
        DockNodeUpdateTabBar(node, host_window);
17115
0
    }
17116
0
    else
17117
0
    {
17118
0
        node->WantCloseAll = false;
17119
0
        node->WantCloseTabId = 0;
17120
0
        node->IsFocused = false;
17121
0
    }
17122
0
    if (node->TabBar && node->TabBar->SelectedTabId)
17123
0
        node->SelectedTabId = node->TabBar->SelectedTabId;
17124
0
    else if (node->Windows.Size > 0)
17125
0
        node->SelectedTabId = node->Windows[0]->TabId;
17126
17127
    // Draw payload drop target
17128
0
    if (host_window && node->IsVisible)
17129
0
        if (node->IsRootNode() && (g.MovingWindow == NULL || g.MovingWindow->RootWindowDockTree != host_window))
17130
0
            BeginDockableDragDropTarget(host_window);
17131
17132
    // We update this after DockNodeUpdateTabBar()
17133
0
    node->LastFrameActive = g.FrameCount;
17134
17135
    // Recurse into children
17136
    // FIXME-DOCK FIXME-OPT: Should not need to recurse into children
17137
0
    if (host_window)
17138
0
    {
17139
0
        if (node->ChildNodes[0])
17140
0
            DockNodeUpdate(node->ChildNodes[0]);
17141
0
        if (node->ChildNodes[1])
17142
0
            DockNodeUpdate(node->ChildNodes[1]);
17143
17144
        // Render outer borders last (after the tab bar)
17145
0
        if (node->IsRootNode())
17146
0
            RenderWindowOuterBorders(host_window);
17147
0
    }
17148
17149
    // End host window
17150
0
    if (beginned_into_host_window) //-V1020
17151
0
        End();
17152
0
}
17153
17154
// Compare TabItem nodes given the last known DockOrder (will persist in .ini file as hint), used to sort tabs when multiple tabs are added on the same frame.
17155
static int IMGUI_CDECL TabItemComparerByDockOrder(const void* lhs, const void* rhs)
17156
0
{
17157
0
    ImGuiWindow* a = ((const ImGuiTabItem*)lhs)->Window;
17158
0
    ImGuiWindow* b = ((const ImGuiTabItem*)rhs)->Window;
17159
0
    if (int d = ((a->DockOrder == -1) ? INT_MAX : a->DockOrder) - ((b->DockOrder == -1) ? INT_MAX : b->DockOrder))
17160
0
        return d;
17161
0
    return (a->BeginOrderWithinContext - b->BeginOrderWithinContext);
17162
0
}
17163
17164
// Default handler for g.DockNodeWindowMenuHandler(): display the list of windows for a given dock-node.
17165
// This is exceptionally stored in a function pointer to also user applications to tweak this menu (undocumented)
17166
// Custom overrides may want to decorate, group, sort entries.
17167
// Please note those are internal structures: if you copy this expect occasional breakage.
17168
// (if you don't need to modify the "Tabs.Size == 1" behavior/path it is recommend you call this function in your handler)
17169
void ImGui::DockNodeWindowMenuHandler_Default(ImGuiContext* ctx, ImGuiDockNode* node, ImGuiTabBar* tab_bar)
17170
0
{
17171
0
    IM_UNUSED(ctx);
17172
0
    if (tab_bar->Tabs.Size == 1)
17173
0
    {
17174
        // "Hide tab bar" option. Being one of our rare user-facing string we pull it from a table.
17175
0
        if (MenuItem(LocalizeGetMsg(ImGuiLocKey_DockingHideTabBar), NULL, node->IsHiddenTabBar()))
17176
0
            node->WantHiddenTabBarToggle = true;
17177
0
    }
17178
0
    else
17179
0
    {
17180
        // Display a selectable list of windows in this docking node
17181
0
        for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++)
17182
0
        {
17183
0
            ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];
17184
0
            if (tab->Flags & ImGuiTabItemFlags_Button)
17185
0
                continue;
17186
0
            if (Selectable(TabBarGetTabName(tab_bar, tab), tab->ID == tab_bar->SelectedTabId))
17187
0
                TabBarQueueFocus(tab_bar, tab);
17188
0
            SameLine();
17189
0
            Text("   ");
17190
0
        }
17191
0
    }
17192
0
}
17193
17194
static void ImGui::DockNodeWindowMenuUpdate(ImGuiDockNode* node, ImGuiTabBar* tab_bar)
17195
0
{
17196
    // Try to position the menu so it is more likely to stays within the same viewport
17197
0
    ImGuiContext& g = *GImGui;
17198
0
    if (g.Style.WindowMenuButtonPosition == ImGuiDir_Left)
17199
0
        SetNextWindowPos(ImVec2(node->Pos.x, node->Pos.y + GetFrameHeight()), ImGuiCond_Always, ImVec2(0.0f, 0.0f));
17200
0
    else
17201
0
        SetNextWindowPos(ImVec2(node->Pos.x + node->Size.x, node->Pos.y + GetFrameHeight()), ImGuiCond_Always, ImVec2(1.0f, 0.0f));
17202
0
    if (BeginPopup("#WindowMenu"))
17203
0
    {
17204
0
        node->IsFocused = true;
17205
0
        g.DockNodeWindowMenuHandler(&g, node, tab_bar);
17206
0
        EndPopup();
17207
0
    }
17208
0
}
17209
17210
// User helper to append/amend into a dock node tab bar. Most commonly used to add e.g. a "+" button.
17211
bool ImGui::DockNodeBeginAmendTabBar(ImGuiDockNode* node)
17212
0
{
17213
0
    if (node->TabBar == NULL || node->HostWindow == NULL)
17214
0
        return false;
17215
0
    if (node->MergedFlags & ImGuiDockNodeFlags_KeepAliveOnly)
17216
0
        return false;
17217
0
    if (node->TabBar->ID == 0)
17218
0
        return false;
17219
0
    Begin(node->HostWindow->Name);
17220
0
    PushOverrideID(node->ID);
17221
0
    bool ret = BeginTabBarEx(node->TabBar, node->TabBar->BarRect, node->TabBar->Flags);
17222
0
    IM_UNUSED(ret);
17223
0
    IM_ASSERT(ret);
17224
0
    return true;
17225
0
}
17226
17227
void ImGui::DockNodeEndAmendTabBar()
17228
0
{
17229
0
    EndTabBar();
17230
0
    PopID();
17231
0
    End();
17232
0
}
17233
17234
static bool IsDockNodeTitleBarHighlighted(ImGuiDockNode* node, ImGuiDockNode* root_node)
17235
0
{
17236
    // CTRL+Tab highlight (only highlighting leaf node, not whole hierarchy)
17237
0
    ImGuiContext& g = *GImGui;
17238
0
    if (g.NavWindowingTarget)
17239
0
        return (g.NavWindowingTarget->DockNode == node);
17240
17241
    // FIXME-DOCKING: May want alternative to treat central node void differently? e.g. if (g.NavWindow == host_window)
17242
0
    if (g.NavWindow && root_node->LastFocusedNodeId == node->ID)
17243
0
    {
17244
        // FIXME: This could all be backed in RootWindowForTitleBarHighlight? Probably need to reorganize for both dock nodes + other RootWindowForTitleBarHighlight users (not-node)
17245
0
        ImGuiWindow* parent_window = g.NavWindow->RootWindow;
17246
0
        while (parent_window->Flags & ImGuiWindowFlags_ChildMenu)
17247
0
            parent_window = parent_window->ParentWindow->RootWindow;
17248
0
        ImGuiDockNode* start_parent_node = parent_window->DockNodeAsHost ? parent_window->DockNodeAsHost : parent_window->DockNode;
17249
0
        for (ImGuiDockNode* parent_node = start_parent_node; parent_node != NULL; parent_node = parent_node->HostWindow ? parent_node->HostWindow->RootWindow->DockNode : NULL)
17250
0
            if ((parent_node = ImGui::DockNodeGetRootNode(parent_node)) == root_node)
17251
0
                return true;
17252
0
    }
17253
0
    return false;
17254
0
}
17255
17256
// Submit the tab bar corresponding to a dock node and various housekeeping details.
17257
static void ImGui::DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_window)
17258
0
{
17259
0
    ImGuiContext& g = *GImGui;
17260
0
    ImGuiStyle& style = g.Style;
17261
17262
0
    const bool node_was_active = (node->LastFrameActive + 1 == g.FrameCount);
17263
0
    const bool closed_all = node->WantCloseAll && node_was_active;
17264
0
    const ImGuiID closed_one = node->WantCloseTabId && node_was_active;
17265
0
    node->WantCloseAll = false;
17266
0
    node->WantCloseTabId = 0;
17267
17268
    // Decide if we should use a focused title bar color
17269
0
    bool is_focused = false;
17270
0
    ImGuiDockNode* root_node = DockNodeGetRootNode(node);
17271
0
    if (IsDockNodeTitleBarHighlighted(node, root_node))
17272
0
        is_focused = true;
17273
17274
    // Hidden tab bar will show a triangle on the upper-left (in Begin)
17275
0
    if (node->IsHiddenTabBar() || node->IsNoTabBar())
17276
0
    {
17277
0
        node->VisibleWindow = (node->Windows.Size > 0) ? node->Windows[0] : NULL;
17278
0
        node->IsFocused = is_focused;
17279
0
        if (is_focused)
17280
0
            node->LastFrameFocused = g.FrameCount;
17281
0
        if (node->VisibleWindow)
17282
0
        {
17283
            // Notify root of visible window (used to display title in OS task bar)
17284
0
            if (is_focused || root_node->VisibleWindow == NULL)
17285
0
                root_node->VisibleWindow = node->VisibleWindow;
17286
0
            if (node->TabBar)
17287
0
                node->TabBar->VisibleTabId = node->VisibleWindow->TabId;
17288
0
        }
17289
0
        return;
17290
0
    }
17291
17292
    // Move ourselves to the Menu layer (so we can be accessed by tapping Alt) + undo SkipItems flag in order to draw over the title bar even if the window is collapsed
17293
0
    bool backup_skip_item = host_window->SkipItems;
17294
0
    if (!node->IsDockSpace())
17295
0
    {
17296
0
        host_window->SkipItems = false;
17297
0
        host_window->DC.NavLayerCurrent = ImGuiNavLayer_Menu;
17298
0
    }
17299
17300
    // Use PushOverrideID() instead of PushID() to use the node id _without_ the host window ID.
17301
    // This is to facilitate computing those ID from the outside, and will affect more or less only the ID of the collapse button, popup and tabs,
17302
    // as docked windows themselves will override the stack with their own root ID.
17303
0
    PushOverrideID(node->ID);
17304
0
    ImGuiTabBar* tab_bar = node->TabBar;
17305
0
    bool tab_bar_is_recreated = (tab_bar == NULL); // Tab bar are automatically destroyed when a node gets hidden
17306
0
    if (tab_bar == NULL)
17307
0
    {
17308
0
        DockNodeAddTabBar(node);
17309
0
        tab_bar = node->TabBar;
17310
0
    }
17311
17312
0
    ImGuiID focus_tab_id = 0;
17313
0
    node->IsFocused = is_focused;
17314
17315
0
    const ImGuiDockNodeFlags node_flags = node->MergedFlags;
17316
0
    const bool has_window_menu_button = (node_flags & ImGuiDockNodeFlags_NoWindowMenuButton) == 0 && (style.WindowMenuButtonPosition != ImGuiDir_None);
17317
17318
    // In a dock node, the Collapse Button turns into the Window Menu button.
17319
    // FIXME-DOCK FIXME-OPT: Could we recycle popups id across multiple dock nodes?
17320
0
    if (has_window_menu_button && IsPopupOpen("#WindowMenu"))
17321
0
    {
17322
0
        ImGuiID next_selected_tab_id = tab_bar->NextSelectedTabId;
17323
0
        DockNodeWindowMenuUpdate(node, tab_bar);
17324
0
        if (tab_bar->NextSelectedTabId != 0 && tab_bar->NextSelectedTabId != next_selected_tab_id)
17325
0
            focus_tab_id = tab_bar->NextSelectedTabId;
17326
0
        is_focused |= node->IsFocused;
17327
0
    }
17328
17329
    // Layout
17330
0
    ImRect title_bar_rect, tab_bar_rect;
17331
0
    ImVec2 window_menu_button_pos;
17332
0
    ImVec2 close_button_pos;
17333
0
    DockNodeCalcTabBarLayout(node, &title_bar_rect, &tab_bar_rect, &window_menu_button_pos, &close_button_pos);
17334
17335
    // Submit new tabs, they will be added as Unsorted and sorted below based on relative DockOrder value.
17336
0
    const int tabs_count_old = tab_bar->Tabs.Size;
17337
0
    for (int window_n = 0; window_n < node->Windows.Size; window_n++)
17338
0
    {
17339
0
        ImGuiWindow* window = node->Windows[window_n];
17340
0
        if (TabBarFindTabByID(tab_bar, window->TabId) == NULL)
17341
0
            TabBarAddTab(tab_bar, ImGuiTabItemFlags_Unsorted, window);
17342
0
    }
17343
17344
    // Title bar
17345
0
    if (is_focused)
17346
0
        node->LastFrameFocused = g.FrameCount;
17347
0
    ImU32 title_bar_col = GetColorU32(host_window->Collapsed ? ImGuiCol_TitleBgCollapsed : is_focused ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg);
17348
0
    ImDrawFlags rounding_flags = CalcRoundingFlagsForRectInRect(title_bar_rect, host_window->Rect(), g.Style.DockingSeparatorSize);
17349
0
    host_window->DrawList->AddRectFilled(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, host_window->WindowRounding, rounding_flags);
17350
17351
    // Docking/Collapse button
17352
0
    if (has_window_menu_button)
17353
0
    {
17354
0
        if (CollapseButton(host_window->GetID("#COLLAPSE"), window_menu_button_pos, node)) // == DockNodeGetWindowMenuButtonId(node)
17355
0
            OpenPopup("#WindowMenu");
17356
0
        if (IsItemActive())
17357
0
            focus_tab_id = tab_bar->SelectedTabId;
17358
0
        if (IsItemHovered(ImGuiHoveredFlags_ForTooltip | ImGuiHoveredFlags_DelayNormal) && g.HoveredIdTimer > 0.5f)
17359
0
            SetTooltip("%s", LocalizeGetMsg(ImGuiLocKey_DockingDragToUndockOrMoveNode));
17360
0
    }
17361
17362
    // If multiple tabs are appearing on the same frame, sort them based on their persistent DockOrder value
17363
0
    int tabs_unsorted_start = tab_bar->Tabs.Size;
17364
0
    for (int tab_n = tab_bar->Tabs.Size - 1; tab_n >= 0 && (tab_bar->Tabs[tab_n].Flags & ImGuiTabItemFlags_Unsorted); tab_n--)
17365
0
    {
17366
        // FIXME-DOCK: Consider only clearing the flag after the tab has been alive for a few consecutive frames, allowing late comers to not break sorting?
17367
0
        tab_bar->Tabs[tab_n].Flags &= ~ImGuiTabItemFlags_Unsorted;
17368
0
        tabs_unsorted_start = tab_n;
17369
0
    }
17370
0
    if (tab_bar->Tabs.Size > tabs_unsorted_start)
17371
0
    {
17372
0
        IMGUI_DEBUG_LOG_DOCKING("[docking] In node 0x%08X: %d new appearing tabs:%s\n", node->ID, tab_bar->Tabs.Size - tabs_unsorted_start, (tab_bar->Tabs.Size > tabs_unsorted_start + 1) ? " (will sort)" : "");
17373
0
        for (int tab_n = tabs_unsorted_start; tab_n < tab_bar->Tabs.Size; tab_n++)
17374
0
        {
17375
0
            ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];
17376
0
            IMGUI_DEBUG_LOG_DOCKING("[docking] - Tab 0x%08X '%s' Order %d\n", tab->ID, TabBarGetTabName(tab_bar, tab), tab->Window ? tab->Window->DockOrder : -1);
17377
0
        }
17378
0
        IMGUI_DEBUG_LOG_DOCKING("[docking] SelectedTabId = 0x%08X, NavWindow->TabId = 0x%08X\n", node->SelectedTabId, g.NavWindow ? g.NavWindow->TabId : -1);
17379
0
        if (tab_bar->Tabs.Size > tabs_unsorted_start + 1)
17380
0
            ImQsort(tab_bar->Tabs.Data + tabs_unsorted_start, tab_bar->Tabs.Size - tabs_unsorted_start, sizeof(ImGuiTabItem), TabItemComparerByDockOrder);
17381
0
    }
17382
17383
    // Apply NavWindow focus back to the tab bar
17384
0
    if (g.NavWindow && g.NavWindow->RootWindow->DockNode == node)
17385
0
        tab_bar->SelectedTabId = g.NavWindow->RootWindow->TabId;
17386
17387
    // Selected newly added tabs, or persistent tab ID if the tab bar was just recreated
17388
0
    if (tab_bar_is_recreated && TabBarFindTabByID(tab_bar, node->SelectedTabId) != NULL)
17389
0
        tab_bar->SelectedTabId = tab_bar->NextSelectedTabId = node->SelectedTabId;
17390
0
    else if (tab_bar->Tabs.Size > tabs_count_old)
17391
0
        tab_bar->SelectedTabId = tab_bar->NextSelectedTabId = tab_bar->Tabs.back().Window->TabId;
17392
17393
    // Begin tab bar
17394
0
    ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_Reorderable | ImGuiTabBarFlags_AutoSelectNewTabs; // | ImGuiTabBarFlags_NoTabListScrollingButtons);
17395
0
    tab_bar_flags |= ImGuiTabBarFlags_SaveSettings | ImGuiTabBarFlags_DockNode;// | ImGuiTabBarFlags_FittingPolicyScroll;
17396
0
    if (!host_window->Collapsed && is_focused)
17397
0
        tab_bar_flags |= ImGuiTabBarFlags_IsFocused;
17398
0
    tab_bar->ID = GetID("#TabBar");
17399
0
    tab_bar->SeparatorMinX = node->Pos.x + host_window->WindowBorderSize; // Separator cover the whole node width
17400
0
    tab_bar->SeparatorMaxX = node->Pos.x + node->Size.x - host_window->WindowBorderSize;
17401
0
    BeginTabBarEx(tab_bar, tab_bar_rect, tab_bar_flags);
17402
    //host_window->DrawList->AddRect(tab_bar_rect.Min, tab_bar_rect.Max, IM_COL32(255,0,255,255));
17403
17404
    // Backup style colors
17405
0
    ImVec4 backup_style_cols[ImGuiWindowDockStyleCol_COUNT];
17406
0
    for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++)
17407
0
        backup_style_cols[color_n] = g.Style.Colors[GWindowDockStyleColors[color_n]];
17408
17409
    // Submit actual tabs
17410
0
    node->VisibleWindow = NULL;
17411
0
    for (int window_n = 0; window_n < node->Windows.Size; window_n++)
17412
0
    {
17413
0
        ImGuiWindow* window = node->Windows[window_n];
17414
0
        if ((closed_all || closed_one == window->TabId) && window->HasCloseButton && !(window->Flags & ImGuiWindowFlags_UnsavedDocument))
17415
0
            continue;
17416
0
        if (window->LastFrameActive + 1 >= g.FrameCount || !node_was_active)
17417
0
        {
17418
0
            ImGuiTabItemFlags tab_item_flags = 0;
17419
0
            tab_item_flags |= window->WindowClass.TabItemFlagsOverrideSet;
17420
0
            if (window->Flags & ImGuiWindowFlags_UnsavedDocument)
17421
0
                tab_item_flags |= ImGuiTabItemFlags_UnsavedDocument;
17422
0
            if (tab_bar->Flags & ImGuiTabBarFlags_NoCloseWithMiddleMouseButton)
17423
0
                tab_item_flags |= ImGuiTabItemFlags_NoCloseWithMiddleMouseButton;
17424
17425
            // Apply stored style overrides for the window
17426
0
            for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++)
17427
0
                g.Style.Colors[GWindowDockStyleColors[color_n]] = ColorConvertU32ToFloat4(window->DockStyle.Colors[color_n]);
17428
17429
            // Note that TabItemEx() calls TabBarCalcTabID() so our tab item ID will ignore the current ID stack (rightly so)
17430
0
            bool tab_open = true;
17431
0
            TabItemEx(tab_bar, window->Name, window->HasCloseButton ? &tab_open : NULL, tab_item_flags, window);
17432
0
            if (!tab_open)
17433
0
                node->WantCloseTabId = window->TabId;
17434
0
            if (tab_bar->VisibleTabId == window->TabId)
17435
0
                node->VisibleWindow = window;
17436
17437
            // Store last item data so it can be queried with IsItemXXX functions after the user Begin() call
17438
0
            window->DockTabItemStatusFlags = g.LastItemData.StatusFlags;
17439
0
            window->DockTabItemRect = g.LastItemData.Rect;
17440
17441
            // Update navigation ID on menu layer
17442
0
            if (g.NavWindow && g.NavWindow->RootWindow == window && (window->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) == 0)
17443
0
                host_window->NavLastIds[1] = window->TabId;
17444
0
        }
17445
0
    }
17446
17447
    // Restore style colors
17448
0
    for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++)
17449
0
        g.Style.Colors[GWindowDockStyleColors[color_n]] = backup_style_cols[color_n];
17450
17451
    // Notify root of visible window (used to display title in OS task bar)
17452
0
    if (node->VisibleWindow)
17453
0
        if (is_focused || root_node->VisibleWindow == NULL)
17454
0
            root_node->VisibleWindow = node->VisibleWindow;
17455
17456
    // Close button (after VisibleWindow was updated)
17457
    // Note that VisibleWindow may have been overrided by CTRL+Tabbing, so VisibleWindow->TabId may be != from tab_bar->SelectedTabId
17458
0
    const bool close_button_is_enabled = node->HasCloseButton && node->VisibleWindow && node->VisibleWindow->HasCloseButton;
17459
0
    const bool close_button_is_visible = node->HasCloseButton;
17460
    //const bool close_button_is_visible = close_button_is_enabled; // Most people would expect this behavior of not even showing the button (leaving a hole since we can't claim that space as other windows in the tba bar have one)
17461
0
    if (close_button_is_visible)
17462
0
    {
17463
0
        if (!close_button_is_enabled)
17464
0
        {
17465
0
            PushItemFlag(ImGuiItemFlags_Disabled, true);
17466
0
            PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_Text] * ImVec4(1.0f,1.0f,1.0f,0.4f));
17467
0
        }
17468
0
        if (CloseButton(host_window->GetID("#CLOSE"), close_button_pos))
17469
0
        {
17470
0
            node->WantCloseAll = true;
17471
0
            for (int n = 0; n < tab_bar->Tabs.Size; n++)
17472
0
                TabBarCloseTab(tab_bar, &tab_bar->Tabs[n]);
17473
0
        }
17474
        //if (IsItemActive())
17475
        //    focus_tab_id = tab_bar->SelectedTabId;
17476
0
        if (!close_button_is_enabled)
17477
0
        {
17478
0
            PopStyleColor();
17479
0
            PopItemFlag();
17480
0
        }
17481
0
    }
17482
17483
    // When clicking on the title bar outside of tabs, we still focus the selected tab for that node
17484
    // FIXME: TabItems submitted earlier use AllowItemOverlap so we manually perform a more specific test for now (hovered || held) in order to not cover them.
17485
0
    ImGuiID title_bar_id = host_window->GetID("#TITLEBAR");
17486
0
    if (g.HoveredId == 0 || g.HoveredId == title_bar_id || g.ActiveId == title_bar_id)
17487
0
    {
17488
        // AllowOverlap mode required for appending into dock node tab bar,
17489
        // otherwise dragging window will steal HoveredId and amended tabs cannot get them.
17490
0
        bool held;
17491
0
        KeepAliveID(title_bar_id);
17492
0
        ButtonBehavior(title_bar_rect, title_bar_id, NULL, &held, ImGuiButtonFlags_AllowOverlap);
17493
0
        if (g.HoveredId == title_bar_id)
17494
0
        {
17495
0
            g.LastItemData.ID = title_bar_id;
17496
0
        }
17497
0
        if (held)
17498
0
        {
17499
0
            if (IsMouseClicked(0))
17500
0
                focus_tab_id = tab_bar->SelectedTabId;
17501
17502
            // Forward moving request to selected window
17503
0
            if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_bar->SelectedTabId))
17504
0
                StartMouseMovingWindowOrNode(tab->Window ? tab->Window : node->HostWindow, node, false); // Undock from tab bar empty space
17505
0
        }
17506
0
    }
17507
17508
    // Forward focus from host node to selected window
17509
    //if (is_focused && g.NavWindow == host_window && !g.NavWindowingTarget)
17510
    //    focus_tab_id = tab_bar->SelectedTabId;
17511
17512
    // When clicked on a tab we requested focus to the docked child
17513
    // This overrides the value set by "forward focus from host node to selected window".
17514
0
    if (tab_bar->NextSelectedTabId)
17515
0
        focus_tab_id = tab_bar->NextSelectedTabId;
17516
17517
    // Apply navigation focus
17518
0
    if (focus_tab_id != 0)
17519
0
        if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, focus_tab_id))
17520
0
            if (tab->Window)
17521
0
            {
17522
0
                FocusWindow(tab->Window);
17523
0
                NavInitWindow(tab->Window, false);
17524
0
            }
17525
17526
0
    EndTabBar();
17527
0
    PopID();
17528
17529
    // Restore SkipItems flag
17530
0
    if (!node->IsDockSpace())
17531
0
    {
17532
0
        host_window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
17533
0
        host_window->SkipItems = backup_skip_item;
17534
0
    }
17535
0
}
17536
17537
static void ImGui::DockNodeAddTabBar(ImGuiDockNode* node)
17538
0
{
17539
0
    IM_ASSERT(node->TabBar == NULL);
17540
0
    node->TabBar = IM_NEW(ImGuiTabBar);
17541
0
}
17542
17543
static void ImGui::DockNodeRemoveTabBar(ImGuiDockNode* node)
17544
0
{
17545
0
    if (node->TabBar == NULL)
17546
0
        return;
17547
0
    IM_DELETE(node->TabBar);
17548
0
    node->TabBar = NULL;
17549
0
}
17550
17551
static bool DockNodeIsDropAllowedOne(ImGuiWindow* payload, ImGuiWindow* host_window)
17552
0
{
17553
0
    if (host_window->DockNodeAsHost && host_window->DockNodeAsHost->IsDockSpace() && payload->BeginOrderWithinContext < host_window->BeginOrderWithinContext)
17554
0
        return false;
17555
17556
0
    ImGuiWindowClass* host_class = host_window->DockNodeAsHost ? &host_window->DockNodeAsHost->WindowClass : &host_window->WindowClass;
17557
0
    ImGuiWindowClass* payload_class = &payload->WindowClass;
17558
0
    if (host_class->ClassId != payload_class->ClassId)
17559
0
    {
17560
0
        bool pass = false;
17561
0
        if (host_class->ClassId != 0 && host_class->DockingAllowUnclassed && payload_class->ClassId == 0)
17562
0
            pass = true;
17563
0
        if (payload_class->ClassId != 0 && payload_class->DockingAllowUnclassed && host_class->ClassId == 0)
17564
0
            pass = true;
17565
0
        if (!pass)
17566
0
            return false;
17567
0
    }
17568
17569
    // Prevent docking any window created above a popup
17570
    // Technically we should support it (e.g. in the case of a long-lived modal window that had fancy docking features),
17571
    // by e.g. adding a 'if (!ImGui::IsWindowWithinBeginStackOf(host_window, popup_window))' test.
17572
    // But it would requires more work on our end because the dock host windows is technically created in NewFrame()
17573
    // and our ->ParentXXX and ->RootXXX pointers inside windows are currently mislading or lacking.
17574
0
    ImGuiContext& g = *GImGui;
17575
0
    for (int i = g.OpenPopupStack.Size - 1; i >= 0; i--)
17576
0
        if (ImGuiWindow* popup_window = g.OpenPopupStack[i].Window)
17577
0
            if (ImGui::IsWindowWithinBeginStackOf(payload, popup_window))   // Payload is created from within a popup begin stack.
17578
0
                return false;
17579
17580
0
    return true;
17581
0
}
17582
17583
static bool ImGui::DockNodeIsDropAllowed(ImGuiWindow* host_window, ImGuiWindow* root_payload)
17584
0
{
17585
0
    if (root_payload->DockNodeAsHost && root_payload->DockNodeAsHost->IsSplitNode()) // FIXME-DOCK: Missing filtering
17586
0
        return true;
17587
17588
0
    const int payload_count = root_payload->DockNodeAsHost ? root_payload->DockNodeAsHost->Windows.Size : 1;
17589
0
    for (int payload_n = 0; payload_n < payload_count; payload_n++)
17590
0
    {
17591
0
        ImGuiWindow* payload = root_payload->DockNodeAsHost ? root_payload->DockNodeAsHost->Windows[payload_n] : root_payload;
17592
0
        if (DockNodeIsDropAllowedOne(payload, host_window))
17593
0
            return true;
17594
0
    }
17595
0
    return false;
17596
0
}
17597
17598
// window menu button == collapse button when not in a dock node.
17599
// FIXME: This is similar to RenderWindowTitleBarContents(), may want to share code.
17600
static void ImGui::DockNodeCalcTabBarLayout(const ImGuiDockNode* node, ImRect* out_title_rect, ImRect* out_tab_bar_rect, ImVec2* out_window_menu_button_pos, ImVec2* out_close_button_pos)
17601
0
{
17602
0
    ImGuiContext& g = *GImGui;
17603
0
    ImGuiStyle& style = g.Style;
17604
17605
0
    ImRect r = ImRect(node->Pos.x, node->Pos.y, node->Pos.x + node->Size.x, node->Pos.y + g.FontSize + g.Style.FramePadding.y * 2.0f);
17606
0
    if (out_title_rect) { *out_title_rect = r; }
17607
17608
0
    r.Min.x += style.WindowBorderSize;
17609
0
    r.Max.x -= style.WindowBorderSize;
17610
17611
0
    float button_sz = g.FontSize;
17612
0
    r.Min.x += style.FramePadding.x;
17613
0
    r.Max.x -= style.FramePadding.x;
17614
0
    ImVec2 window_menu_button_pos = ImVec2(r.Min.x, r.Min.y + style.FramePadding.y);
17615
0
    if (node->HasCloseButton)
17616
0
    {
17617
0
        if (out_close_button_pos) *out_close_button_pos = ImVec2(r.Max.x - button_sz, r.Min.y + style.FramePadding.y);
17618
0
        r.Max.x -= button_sz + style.ItemInnerSpacing.x;
17619
0
    }
17620
0
    if (node->HasWindowMenuButton && style.WindowMenuButtonPosition == ImGuiDir_Left)
17621
0
    {
17622
0
        r.Min.x += button_sz + style.ItemInnerSpacing.x;
17623
0
    }
17624
0
    else if (node->HasWindowMenuButton && style.WindowMenuButtonPosition == ImGuiDir_Right)
17625
0
    {
17626
0
        window_menu_button_pos = ImVec2(r.Max.x - button_sz, r.Min.y + style.FramePadding.y);
17627
0
        r.Max.x -= button_sz + style.ItemInnerSpacing.x;
17628
0
    }
17629
0
    if (out_tab_bar_rect) { *out_tab_bar_rect = r; }
17630
0
    if (out_window_menu_button_pos) { *out_window_menu_button_pos = window_menu_button_pos; }
17631
0
}
17632
17633
void ImGui::DockNodeCalcSplitRects(ImVec2& pos_old, ImVec2& size_old, ImVec2& pos_new, ImVec2& size_new, ImGuiDir dir, ImVec2 size_new_desired)
17634
0
{
17635
0
    ImGuiContext& g = *GImGui;
17636
0
    const float dock_spacing = g.Style.ItemInnerSpacing.x;
17637
0
    const ImGuiAxis axis = (dir == ImGuiDir_Left || dir == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y;
17638
0
    pos_new[axis ^ 1] = pos_old[axis ^ 1];
17639
0
    size_new[axis ^ 1] = size_old[axis ^ 1];
17640
17641
    // Distribute size on given axis (with a desired size or equally)
17642
0
    const float w_avail = size_old[axis] - dock_spacing;
17643
0
    if (size_new_desired[axis] > 0.0f && size_new_desired[axis] <= w_avail * 0.5f)
17644
0
    {
17645
0
        size_new[axis] = size_new_desired[axis];
17646
0
        size_old[axis] = IM_TRUNC(w_avail - size_new[axis]);
17647
0
    }
17648
0
    else
17649
0
    {
17650
0
        size_new[axis] = IM_TRUNC(w_avail * 0.5f);
17651
0
        size_old[axis] = IM_TRUNC(w_avail - size_new[axis]);
17652
0
    }
17653
17654
    // Position each node
17655
0
    if (dir == ImGuiDir_Right || dir == ImGuiDir_Down)
17656
0
    {
17657
0
        pos_new[axis] = pos_old[axis] + size_old[axis] + dock_spacing;
17658
0
    }
17659
0
    else if (dir == ImGuiDir_Left || dir == ImGuiDir_Up)
17660
0
    {
17661
0
        pos_new[axis] = pos_old[axis];
17662
0
        pos_old[axis] = pos_new[axis] + size_new[axis] + dock_spacing;
17663
0
    }
17664
0
}
17665
17666
// Retrieve the drop rectangles for a given direction or for the center + perform hit testing.
17667
bool ImGui::DockNodeCalcDropRectsAndTestMousePos(const ImRect& parent, ImGuiDir dir, ImRect& out_r, bool outer_docking, ImVec2* test_mouse_pos)
17668
0
{
17669
0
    ImGuiContext& g = *GImGui;
17670
17671
0
    const float parent_smaller_axis = ImMin(parent.GetWidth(), parent.GetHeight());
17672
0
    const float hs_for_central_nodes = ImMin(g.FontSize * 1.5f, ImMax(g.FontSize * 0.5f, parent_smaller_axis / 8.0f));
17673
0
    float hs_w; // Half-size, longer axis
17674
0
    float hs_h; // Half-size, smaller axis
17675
0
    ImVec2 off; // Distance from edge or center
17676
0
    if (outer_docking)
17677
0
    {
17678
        //hs_w = ImTrunc(ImClamp(parent_smaller_axis - hs_for_central_nodes * 4.0f, g.FontSize * 0.5f, g.FontSize * 8.0f));
17679
        //hs_h = ImTrunc(hs_w * 0.15f);
17680
        //off = ImVec2(ImTrunc(parent.GetWidth() * 0.5f - GetFrameHeightWithSpacing() * 1.4f - hs_h), ImTrunc(parent.GetHeight() * 0.5f - GetFrameHeightWithSpacing() * 1.4f - hs_h));
17681
0
        hs_w = ImTrunc(hs_for_central_nodes * 1.50f);
17682
0
        hs_h = ImTrunc(hs_for_central_nodes * 0.80f);
17683
0
        off = ImTrunc(ImVec2(parent.GetWidth() * 0.5f - hs_h, parent.GetHeight() * 0.5f - hs_h));
17684
0
    }
17685
0
    else
17686
0
    {
17687
0
        hs_w = ImTrunc(hs_for_central_nodes);
17688
0
        hs_h = ImTrunc(hs_for_central_nodes * 0.90f);
17689
0
        off = ImTrunc(ImVec2(hs_w * 2.40f, hs_w * 2.40f));
17690
0
    }
17691
17692
0
    ImVec2 c = ImTrunc(parent.GetCenter());
17693
0
    if      (dir == ImGuiDir_None)  { out_r = ImRect(c.x - hs_w, c.y - hs_w,         c.x + hs_w, c.y + hs_w);         }
17694
0
    else if (dir == ImGuiDir_Up)    { out_r = ImRect(c.x - hs_w, c.y - off.y - hs_h, c.x + hs_w, c.y - off.y + hs_h); }
17695
0
    else if (dir == ImGuiDir_Down)  { out_r = ImRect(c.x - hs_w, c.y + off.y - hs_h, c.x + hs_w, c.y + off.y + hs_h); }
17696
0
    else if (dir == ImGuiDir_Left)  { out_r = ImRect(c.x - off.x - hs_h, c.y - hs_w, c.x - off.x + hs_h, c.y + hs_w); }
17697
0
    else if (dir == ImGuiDir_Right) { out_r = ImRect(c.x + off.x - hs_h, c.y - hs_w, c.x + off.x + hs_h, c.y + hs_w); }
17698
17699
0
    if (test_mouse_pos == NULL)
17700
0
        return false;
17701
17702
0
    ImRect hit_r = out_r;
17703
0
    if (!outer_docking)
17704
0
    {
17705
        // Custom hit testing for the 5-way selection, designed to reduce flickering when moving diagonally between sides
17706
0
        hit_r.Expand(ImTrunc(hs_w * 0.30f));
17707
0
        ImVec2 mouse_delta = (*test_mouse_pos - c);
17708
0
        float mouse_delta_len2 = ImLengthSqr(mouse_delta);
17709
0
        float r_threshold_center = hs_w * 1.4f;
17710
0
        float r_threshold_sides = hs_w * (1.4f + 1.2f);
17711
0
        if (mouse_delta_len2 < r_threshold_center * r_threshold_center)
17712
0
            return (dir == ImGuiDir_None);
17713
0
        if (mouse_delta_len2 < r_threshold_sides * r_threshold_sides)
17714
0
            return (dir == ImGetDirQuadrantFromDelta(mouse_delta.x, mouse_delta.y));
17715
0
    }
17716
0
    return hit_r.Contains(*test_mouse_pos);
17717
0
}
17718
17719
// host_node may be NULL if the window doesn't have a DockNode already.
17720
// FIXME-DOCK: This is misnamed since it's also doing the filtering.
17721
static void ImGui::DockNodePreviewDockSetup(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* payload_window, ImGuiDockNode* payload_node, ImGuiDockPreviewData* data, bool is_explicit_target, bool is_outer_docking)
17722
0
{
17723
0
    ImGuiContext& g = *GImGui;
17724
17725
    // There is an edge case when docking into a dockspace which only has inactive nodes.
17726
    // In this case DockNodeTreeFindNodeByPos() will have selected a leaf node which is inactive.
17727
    // Because the inactive leaf node doesn't have proper pos/size yet, we'll use the root node as reference.
17728
0
    if (payload_node == NULL)
17729
0
        payload_node = payload_window->DockNodeAsHost;
17730
0
    ImGuiDockNode* ref_node_for_rect = (host_node && !host_node->IsVisible) ? DockNodeGetRootNode(host_node) : host_node;
17731
0
    if (ref_node_for_rect)
17732
0
        IM_ASSERT(ref_node_for_rect->IsVisible == true);
17733
17734
    // Filter, figure out where we are allowed to dock
17735
0
    ImGuiDockNodeFlags src_node_flags = payload_node ? payload_node->MergedFlags : payload_window->WindowClass.DockNodeFlagsOverrideSet;
17736
0
    ImGuiDockNodeFlags dst_node_flags = host_node ? host_node->MergedFlags : host_window->WindowClass.DockNodeFlagsOverrideSet;
17737
0
    data->IsCenterAvailable = true;
17738
0
    if (is_outer_docking)
17739
0
        data->IsCenterAvailable = false;
17740
0
    else if (dst_node_flags & ImGuiDockNodeFlags_NoDockingOverMe)
17741
0
        data->IsCenterAvailable = false;
17742
0
    else if (host_node && (dst_node_flags & ImGuiDockNodeFlags_NoDockingOverCentralNode) && host_node->IsCentralNode())
17743
0
        data->IsCenterAvailable = false;
17744
0
    else if ((!host_node || !host_node->IsEmpty()) && payload_node && payload_node->IsSplitNode() && (payload_node->OnlyNodeWithWindows == NULL)) // Is _visibly_ split?
17745
0
        data->IsCenterAvailable = false;
17746
0
    else if ((src_node_flags & ImGuiDockNodeFlags_NoDockingOverOther) && (!host_node || !host_node->IsEmpty()))
17747
0
        data->IsCenterAvailable = false;
17748
0
    else if ((src_node_flags & ImGuiDockNodeFlags_NoDockingOverEmpty) && host_node && host_node->IsEmpty())
17749
0
        data->IsCenterAvailable = false;
17750
17751
0
    data->IsSidesAvailable = true;
17752
0
    if ((dst_node_flags & ImGuiDockNodeFlags_NoDockingSplit) || g.IO.ConfigDockingNoSplit)
17753
0
        data->IsSidesAvailable = false;
17754
0
    else if (!is_outer_docking && host_node && host_node->ParentNode == NULL && host_node->IsCentralNode())
17755
0
        data->IsSidesAvailable = false;
17756
0
    else if (src_node_flags & ImGuiDockNodeFlags_NoDockingSplitOther)
17757
0
        data->IsSidesAvailable = false;
17758
17759
    // Build a tentative future node (reuse same structure because it is practical. Shape will be readjusted when previewing a split)
17760
0
    data->FutureNode.HasCloseButton = (host_node ? host_node->HasCloseButton : host_window->HasCloseButton) || (payload_window->HasCloseButton);
17761
0
    data->FutureNode.HasWindowMenuButton = host_node ? true : ((host_window->Flags & ImGuiWindowFlags_NoCollapse) == 0);
17762
0
    data->FutureNode.Pos = ref_node_for_rect ? ref_node_for_rect->Pos : host_window->Pos;
17763
0
    data->FutureNode.Size = ref_node_for_rect ? ref_node_for_rect->Size : host_window->Size;
17764
17765
    // Calculate drop shapes geometry for allowed splitting directions
17766
0
    IM_ASSERT(ImGuiDir_None == -1);
17767
0
    data->SplitNode = host_node;
17768
0
    data->SplitDir = ImGuiDir_None;
17769
0
    data->IsSplitDirExplicit = false;
17770
0
    if (!host_window->Collapsed)
17771
0
        for (int dir = ImGuiDir_None; dir < ImGuiDir_COUNT; dir++)
17772
0
        {
17773
0
            if (dir == ImGuiDir_None && !data->IsCenterAvailable)
17774
0
                continue;
17775
0
            if (dir != ImGuiDir_None && !data->IsSidesAvailable)
17776
0
                continue;
17777
0
            if (DockNodeCalcDropRectsAndTestMousePos(data->FutureNode.Rect(), (ImGuiDir)dir, data->DropRectsDraw[dir+1], is_outer_docking, &g.IO.MousePos))
17778
0
            {
17779
0
                data->SplitDir = (ImGuiDir)dir;
17780
0
                data->IsSplitDirExplicit = true;
17781
0
            }
17782
0
        }
17783
17784
    // When docking without holding Shift, we only allow and preview docking when hovering over a drop rect or over the title bar
17785
0
    data->IsDropAllowed = (data->SplitDir != ImGuiDir_None) || (data->IsCenterAvailable);
17786
0
    if (!is_explicit_target && !data->IsSplitDirExplicit && !g.IO.ConfigDockingWithShift)
17787
0
        data->IsDropAllowed = false;
17788
17789
    // Calculate split area
17790
0
    data->SplitRatio = 0.0f;
17791
0
    if (data->SplitDir != ImGuiDir_None)
17792
0
    {
17793
0
        ImGuiDir split_dir = data->SplitDir;
17794
0
        ImGuiAxis split_axis = (split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y;
17795
0
        ImVec2 pos_new, pos_old = data->FutureNode.Pos;
17796
0
        ImVec2 size_new, size_old = data->FutureNode.Size;
17797
0
        DockNodeCalcSplitRects(pos_old, size_old, pos_new, size_new, split_dir, payload_window->Size);
17798
17799
        // Calculate split ratio so we can pass it down the docking request
17800
0
        float split_ratio = ImSaturate(size_new[split_axis] / data->FutureNode.Size[split_axis]);
17801
0
        data->FutureNode.Pos = pos_new;
17802
0
        data->FutureNode.Size = size_new;
17803
0
        data->SplitRatio = (split_dir == ImGuiDir_Right || split_dir == ImGuiDir_Down) ? (1.0f - split_ratio) : (split_ratio);
17804
0
    }
17805
0
}
17806
17807
static void ImGui::DockNodePreviewDockRender(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* root_payload, const ImGuiDockPreviewData* data)
17808
0
{
17809
0
    ImGuiContext& g = *GImGui;
17810
0
    IM_ASSERT(g.CurrentWindow == host_window);   // Because we rely on font size to calculate tab sizes
17811
17812
    // With this option, we only display the preview on the target viewport, and the payload viewport is made transparent.
17813
    // To compensate for the single layer obstructed by the payload, we'll increase the alpha of the preview nodes.
17814
0
    const bool is_transparent_payload = g.IO.ConfigDockingTransparentPayload;
17815
17816
    // In case the two windows involved are on different viewports, we will draw the overlay on each of them.
17817
0
    int overlay_draw_lists_count = 0;
17818
0
    ImDrawList* overlay_draw_lists[2];
17819
0
    overlay_draw_lists[overlay_draw_lists_count++] = GetForegroundDrawList(host_window->Viewport);
17820
0
    if (host_window->Viewport != root_payload->Viewport && !is_transparent_payload)
17821
0
        overlay_draw_lists[overlay_draw_lists_count++] = GetForegroundDrawList(root_payload->Viewport);
17822
17823
    // Draw main preview rectangle
17824
0
    const ImU32 overlay_col_main = GetColorU32(ImGuiCol_DockingPreview, is_transparent_payload ? 0.60f : 0.40f);
17825
0
    const ImU32 overlay_col_drop = GetColorU32(ImGuiCol_DockingPreview, is_transparent_payload ? 0.90f : 0.70f);
17826
0
    const ImU32 overlay_col_drop_hovered = GetColorU32(ImGuiCol_DockingPreview, is_transparent_payload ? 1.20f : 1.00f);
17827
0
    const ImU32 overlay_col_lines = GetColorU32(ImGuiCol_NavWindowingHighlight, is_transparent_payload ? 0.80f : 0.60f);
17828
17829
    // Display area preview
17830
0
    const bool can_preview_tabs = (root_payload->DockNodeAsHost == NULL || root_payload->DockNodeAsHost->Windows.Size > 0);
17831
0
    if (data->IsDropAllowed)
17832
0
    {
17833
0
        ImRect overlay_rect = data->FutureNode.Rect();
17834
0
        if (data->SplitDir == ImGuiDir_None && can_preview_tabs)
17835
0
            overlay_rect.Min.y += GetFrameHeight();
17836
0
        if (data->SplitDir != ImGuiDir_None || data->IsCenterAvailable)
17837
0
            for (int overlay_n = 0; overlay_n < overlay_draw_lists_count; overlay_n++)
17838
0
                overlay_draw_lists[overlay_n]->AddRectFilled(overlay_rect.Min, overlay_rect.Max, overlay_col_main, host_window->WindowRounding, CalcRoundingFlagsForRectInRect(overlay_rect, host_window->Rect(), g.Style.DockingSeparatorSize));
17839
0
    }
17840
17841
    // Display tab shape/label preview unless we are splitting node (it generally makes the situation harder to read)
17842
0
    if (data->IsDropAllowed && can_preview_tabs && data->SplitDir == ImGuiDir_None && data->IsCenterAvailable)
17843
0
    {
17844
        // Compute target tab bar geometry so we can locate our preview tabs
17845
0
        ImRect tab_bar_rect;
17846
0
        DockNodeCalcTabBarLayout(&data->FutureNode, NULL, &tab_bar_rect, NULL, NULL);
17847
0
        ImVec2 tab_pos = tab_bar_rect.Min;
17848
0
        if (host_node && host_node->TabBar)
17849
0
        {
17850
0
            if (!host_node->IsHiddenTabBar() && !host_node->IsNoTabBar())
17851
0
                tab_pos.x += host_node->TabBar->WidthAllTabs + g.Style.ItemInnerSpacing.x; // We don't use OffsetNewTab because when using non-persistent-order tab bar it is incremented with each Tab submission.
17852
0
            else
17853
0
                tab_pos.x += g.Style.ItemInnerSpacing.x + TabItemCalcSize(host_node->Windows[0]).x;
17854
0
        }
17855
0
        else if (!(host_window->Flags & ImGuiWindowFlags_DockNodeHost))
17856
0
        {
17857
0
            tab_pos.x += g.Style.ItemInnerSpacing.x + TabItemCalcSize(host_window).x; // Account for slight offset which will be added when changing from title bar to tab bar
17858
0
        }
17859
17860
        // Draw tab shape/label preview (payload may be a loose window or a host window carrying multiple tabbed windows)
17861
0
        if (root_payload->DockNodeAsHost)
17862
0
            IM_ASSERT(root_payload->DockNodeAsHost->Windows.Size <= root_payload->DockNodeAsHost->TabBar->Tabs.Size);
17863
0
        ImGuiTabBar* tab_bar_with_payload = root_payload->DockNodeAsHost ? root_payload->DockNodeAsHost->TabBar : NULL;
17864
0
        const int payload_count = tab_bar_with_payload ? tab_bar_with_payload->Tabs.Size : 1;
17865
0
        for (int payload_n = 0; payload_n < payload_count; payload_n++)
17866
0
        {
17867
            // DockNode's TabBar may have non-window Tabs manually appended by user
17868
0
            ImGuiWindow* payload_window = tab_bar_with_payload ? tab_bar_with_payload->Tabs[payload_n].Window : root_payload;
17869
0
            if (tab_bar_with_payload && payload_window == NULL)
17870
0
                continue;
17871
0
            if (!DockNodeIsDropAllowedOne(payload_window, host_window))
17872
0
                continue;
17873
17874
            // Calculate the tab bounding box for each payload window
17875
0
            ImVec2 tab_size = TabItemCalcSize(payload_window);
17876
0
            ImRect tab_bb(tab_pos.x, tab_pos.y, tab_pos.x + tab_size.x, tab_pos.y + tab_size.y);
17877
0
            tab_pos.x += tab_size.x + g.Style.ItemInnerSpacing.x;
17878
0
            const ImU32 overlay_col_text = GetColorU32(payload_window->DockStyle.Colors[ImGuiWindowDockStyleCol_Text]);
17879
0
            const ImU32 overlay_col_tabs = GetColorU32(payload_window->DockStyle.Colors[ImGuiWindowDockStyleCol_TabActive]);
17880
0
            PushStyleColor(ImGuiCol_Text, overlay_col_text);
17881
0
            for (int overlay_n = 0; overlay_n < overlay_draw_lists_count; overlay_n++)
17882
0
            {
17883
0
                ImGuiTabItemFlags tab_flags = (payload_window->Flags & ImGuiWindowFlags_UnsavedDocument) ? ImGuiTabItemFlags_UnsavedDocument : 0;
17884
0
                if (!tab_bar_rect.Contains(tab_bb))
17885
0
                    overlay_draw_lists[overlay_n]->PushClipRect(tab_bar_rect.Min, tab_bar_rect.Max);
17886
0
                TabItemBackground(overlay_draw_lists[overlay_n], tab_bb, tab_flags, overlay_col_tabs);
17887
0
                TabItemLabelAndCloseButton(overlay_draw_lists[overlay_n], tab_bb, tab_flags, g.Style.FramePadding, payload_window->Name, 0, 0, false, NULL, NULL);
17888
0
                if (!tab_bar_rect.Contains(tab_bb))
17889
0
                    overlay_draw_lists[overlay_n]->PopClipRect();
17890
0
            }
17891
0
            PopStyleColor();
17892
0
        }
17893
0
    }
17894
17895
    // Display drop boxes
17896
0
    const float overlay_rounding = ImMax(3.0f, g.Style.FrameRounding);
17897
0
    for (int dir = ImGuiDir_None; dir < ImGuiDir_COUNT; dir++)
17898
0
    {
17899
0
        if (!data->DropRectsDraw[dir + 1].IsInverted())
17900
0
        {
17901
0
            ImRect draw_r = data->DropRectsDraw[dir + 1];
17902
0
            ImRect draw_r_in = draw_r;
17903
0
            draw_r_in.Expand(-2.0f);
17904
0
            ImU32 overlay_col = (data->SplitDir == (ImGuiDir)dir && data->IsSplitDirExplicit) ? overlay_col_drop_hovered : overlay_col_drop;
17905
0
            for (int overlay_n = 0; overlay_n < overlay_draw_lists_count; overlay_n++)
17906
0
            {
17907
0
                ImVec2 center = ImFloor(draw_r_in.GetCenter());
17908
0
                overlay_draw_lists[overlay_n]->AddRectFilled(draw_r.Min, draw_r.Max, overlay_col, overlay_rounding);
17909
0
                overlay_draw_lists[overlay_n]->AddRect(draw_r_in.Min, draw_r_in.Max, overlay_col_lines, overlay_rounding);
17910
0
                if (dir == ImGuiDir_Left || dir == ImGuiDir_Right)
17911
0
                    overlay_draw_lists[overlay_n]->AddLine(ImVec2(center.x, draw_r_in.Min.y), ImVec2(center.x, draw_r_in.Max.y), overlay_col_lines);
17912
0
                if (dir == ImGuiDir_Up || dir == ImGuiDir_Down)
17913
0
                    overlay_draw_lists[overlay_n]->AddLine(ImVec2(draw_r_in.Min.x, center.y), ImVec2(draw_r_in.Max.x, center.y), overlay_col_lines);
17914
0
            }
17915
0
        }
17916
17917
        // Stop after ImGuiDir_None
17918
0
        if ((host_node && (host_node->MergedFlags & ImGuiDockNodeFlags_NoDockingSplit)) || g.IO.ConfigDockingNoSplit)
17919
0
            return;
17920
0
    }
17921
0
}
17922
17923
//-----------------------------------------------------------------------------
17924
// Docking: ImGuiDockNode Tree manipulation functions
17925
//-----------------------------------------------------------------------------
17926
// - DockNodeTreeSplit()
17927
// - DockNodeTreeMerge()
17928
// - DockNodeTreeUpdatePosSize()
17929
// - DockNodeTreeUpdateSplitterFindTouchingNode()
17930
// - DockNodeTreeUpdateSplitter()
17931
// - DockNodeTreeFindFallbackLeafNode()
17932
// - DockNodeTreeFindNodeByPos()
17933
//-----------------------------------------------------------------------------
17934
17935
void ImGui::DockNodeTreeSplit(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiAxis split_axis, int split_inheritor_child_idx, float split_ratio, ImGuiDockNode* new_node)
17936
0
{
17937
0
    ImGuiContext& g = *GImGui;
17938
0
    IM_ASSERT(split_axis != ImGuiAxis_None);
17939
17940
0
    ImGuiDockNode* child_0 = (new_node && split_inheritor_child_idx != 0) ? new_node : DockContextAddNode(ctx, 0);
17941
0
    child_0->ParentNode = parent_node;
17942
17943
0
    ImGuiDockNode* child_1 = (new_node && split_inheritor_child_idx != 1) ? new_node : DockContextAddNode(ctx, 0);
17944
0
    child_1->ParentNode = parent_node;
17945
17946
0
    ImGuiDockNode* child_inheritor = (split_inheritor_child_idx == 0) ? child_0 : child_1;
17947
0
    DockNodeMoveChildNodes(child_inheritor, parent_node);
17948
0
    parent_node->ChildNodes[0] = child_0;
17949
0
    parent_node->ChildNodes[1] = child_1;
17950
0
    parent_node->ChildNodes[split_inheritor_child_idx]->VisibleWindow = parent_node->VisibleWindow;
17951
0
    parent_node->SplitAxis = split_axis;
17952
0
    parent_node->VisibleWindow = NULL;
17953
0
    parent_node->AuthorityForPos = parent_node->AuthorityForSize = ImGuiDataAuthority_DockNode;
17954
17955
0
    float size_avail = (parent_node->Size[split_axis] - g.Style.DockingSeparatorSize);
17956
0
    size_avail = ImMax(size_avail, g.Style.WindowMinSize[split_axis] * 2.0f);
17957
0
    IM_ASSERT(size_avail > 0.0f); // If you created a node manually with DockBuilderAddNode(), you need to also call DockBuilderSetNodeSize() before splitting.
17958
0
    child_0->SizeRef = child_1->SizeRef = parent_node->Size;
17959
0
    child_0->SizeRef[split_axis] = ImTrunc(size_avail * split_ratio);
17960
0
    child_1->SizeRef[split_axis] = ImTrunc(size_avail - child_0->SizeRef[split_axis]);
17961
17962
0
    DockNodeMoveWindows(parent_node->ChildNodes[split_inheritor_child_idx], parent_node);
17963
0
    DockSettingsRenameNodeReferences(parent_node->ID, parent_node->ChildNodes[split_inheritor_child_idx]->ID);
17964
0
    DockNodeUpdateHasCentralNodeChild(DockNodeGetRootNode(parent_node));
17965
0
    DockNodeTreeUpdatePosSize(parent_node, parent_node->Pos, parent_node->Size);
17966
17967
    // Flags transfer (e.g. this is where we transfer the ImGuiDockNodeFlags_CentralNode property)
17968
0
    child_0->SharedFlags = parent_node->SharedFlags & ImGuiDockNodeFlags_SharedFlagsInheritMask_;
17969
0
    child_1->SharedFlags = parent_node->SharedFlags & ImGuiDockNodeFlags_SharedFlagsInheritMask_;
17970
0
    child_inheritor->LocalFlags = parent_node->LocalFlags & ImGuiDockNodeFlags_LocalFlagsTransferMask_;
17971
0
    parent_node->LocalFlags &= ~ImGuiDockNodeFlags_LocalFlagsTransferMask_;
17972
0
    child_0->UpdateMergedFlags();
17973
0
    child_1->UpdateMergedFlags();
17974
0
    parent_node->UpdateMergedFlags();
17975
0
    if (child_inheritor->IsCentralNode())
17976
0
        DockNodeGetRootNode(parent_node)->CentralNode = child_inheritor;
17977
0
}
17978
17979
void ImGui::DockNodeTreeMerge(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiDockNode* merge_lead_child)
17980
0
{
17981
    // When called from DockContextProcessUndockNode() it is possible that one of the child is NULL.
17982
0
    ImGuiContext& g = *GImGui;
17983
0
    ImGuiDockNode* child_0 = parent_node->ChildNodes[0];
17984
0
    ImGuiDockNode* child_1 = parent_node->ChildNodes[1];
17985
0
    IM_ASSERT(child_0 || child_1);
17986
0
    IM_ASSERT(merge_lead_child == child_0 || merge_lead_child == child_1);
17987
0
    if ((child_0 && child_0->Windows.Size > 0) || (child_1 && child_1->Windows.Size > 0))
17988
0
    {
17989
0
        IM_ASSERT(parent_node->TabBar == NULL);
17990
0
        IM_ASSERT(parent_node->Windows.Size == 0);
17991
0
    }
17992
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockNodeTreeMerge: 0x%08X + 0x%08X back into parent 0x%08X\n", child_0 ? child_0->ID : 0, child_1 ? child_1->ID : 0, parent_node->ID);
17993
17994
0
    ImVec2 backup_last_explicit_size = parent_node->SizeRef;
17995
0
    DockNodeMoveChildNodes(parent_node, merge_lead_child);
17996
0
    if (child_0)
17997
0
    {
17998
0
        DockNodeMoveWindows(parent_node, child_0); // Generally only 1 of the 2 child node will have windows
17999
0
        DockSettingsRenameNodeReferences(child_0->ID, parent_node->ID);
18000
0
    }
18001
0
    if (child_1)
18002
0
    {
18003
0
        DockNodeMoveWindows(parent_node, child_1);
18004
0
        DockSettingsRenameNodeReferences(child_1->ID, parent_node->ID);
18005
0
    }
18006
0
    DockNodeApplyPosSizeToWindows(parent_node);
18007
0
    parent_node->AuthorityForPos = parent_node->AuthorityForSize = parent_node->AuthorityForViewport = ImGuiDataAuthority_Auto;
18008
0
    parent_node->VisibleWindow = merge_lead_child->VisibleWindow;
18009
0
    parent_node->SizeRef = backup_last_explicit_size;
18010
18011
    // Flags transfer
18012
0
    parent_node->LocalFlags &= ~ImGuiDockNodeFlags_LocalFlagsTransferMask_; // Preserve Dockspace flag
18013
0
    parent_node->LocalFlags |= (child_0 ? child_0->LocalFlags : 0) & ImGuiDockNodeFlags_LocalFlagsTransferMask_;
18014
0
    parent_node->LocalFlags |= (child_1 ? child_1->LocalFlags : 0) & ImGuiDockNodeFlags_LocalFlagsTransferMask_;
18015
0
    parent_node->LocalFlagsInWindows = (child_0 ? child_0->LocalFlagsInWindows : 0) | (child_1 ? child_1->LocalFlagsInWindows : 0); // FIXME: Would be more consistent to update from actual windows
18016
0
    parent_node->UpdateMergedFlags();
18017
18018
0
    if (child_0)
18019
0
    {
18020
0
        ctx->DockContext.Nodes.SetVoidPtr(child_0->ID, NULL);
18021
0
        IM_DELETE(child_0);
18022
0
    }
18023
0
    if (child_1)
18024
0
    {
18025
0
        ctx->DockContext.Nodes.SetVoidPtr(child_1->ID, NULL);
18026
0
        IM_DELETE(child_1);
18027
0
    }
18028
0
}
18029
18030
// Update Pos/Size for a node hierarchy (don't affect child Windows yet)
18031
// (Depth-first, Pre-Order)
18032
void ImGui::DockNodeTreeUpdatePosSize(ImGuiDockNode* node, ImVec2 pos, ImVec2 size, ImGuiDockNode* only_write_to_single_node)
18033
0
{
18034
    // During the regular dock node update we write to all nodes.
18035
    // 'only_write_to_single_node' is only set when turning a node visible mid-frame and we need its size right-away.
18036
0
    ImGuiContext& g = *GImGui;
18037
0
    const bool write_to_node = only_write_to_single_node == NULL || only_write_to_single_node == node;
18038
0
    if (write_to_node)
18039
0
    {
18040
0
        node->Pos = pos;
18041
0
        node->Size = size;
18042
0
    }
18043
18044
0
    if (node->IsLeafNode())
18045
0
        return;
18046
18047
0
    ImGuiDockNode* child_0 = node->ChildNodes[0];
18048
0
    ImGuiDockNode* child_1 = node->ChildNodes[1];
18049
0
    ImVec2 child_0_pos = pos, child_1_pos = pos;
18050
0
    ImVec2 child_0_size = size, child_1_size = size;
18051
18052
0
    const bool child_0_is_toward_single_node = (only_write_to_single_node != NULL && DockNodeIsInHierarchyOf(only_write_to_single_node, child_0));
18053
0
    const bool child_1_is_toward_single_node = (only_write_to_single_node != NULL && DockNodeIsInHierarchyOf(only_write_to_single_node, child_1));
18054
0
    const bool child_0_is_or_will_be_visible = child_0->IsVisible || child_0_is_toward_single_node;
18055
0
    const bool child_1_is_or_will_be_visible = child_1->IsVisible || child_1_is_toward_single_node;
18056
18057
0
    if (child_0_is_or_will_be_visible && child_1_is_or_will_be_visible)
18058
0
    {
18059
0
        const float spacing = g.Style.DockingSeparatorSize;
18060
0
        const ImGuiAxis axis = (ImGuiAxis)node->SplitAxis;
18061
0
        const float size_avail = ImMax(size[axis] - spacing, 0.0f);
18062
18063
        // Size allocation policy
18064
        // 1) The first 0..WindowMinSize[axis]*2 are allocated evenly to both windows.
18065
0
        const float size_min_each = ImTrunc(ImMin(size_avail, g.Style.WindowMinSize[axis] * 2.0f) * 0.5f);
18066
18067
        // FIXME: Blocks 2) and 3) are essentially doing nearly the same thing.
18068
        // Difference are: write-back to SizeRef; application of a minimum size; rounding before ImTrunc()
18069
        // Clarify and rework differences between Size & SizeRef and purpose of WantLockSizeOnce
18070
18071
        // 2) Process locked absolute size (during a splitter resize we preserve the child of nodes not touching the splitter edge)
18072
0
        if (child_0->WantLockSizeOnce && !child_1->WantLockSizeOnce)
18073
0
        {
18074
0
            child_0_size[axis] = child_0->SizeRef[axis] = ImMin(size_avail - 1.0f, child_0->Size[axis]);
18075
0
            child_1_size[axis] = child_1->SizeRef[axis] = (size_avail - child_0_size[axis]);
18076
0
            IM_ASSERT(child_0->SizeRef[axis] > 0.0f && child_1->SizeRef[axis] > 0.0f);
18077
0
        }
18078
0
        else if (child_1->WantLockSizeOnce && !child_0->WantLockSizeOnce)
18079
0
        {
18080
0
            child_1_size[axis] = child_1->SizeRef[axis] = ImMin(size_avail - 1.0f, child_1->Size[axis]);
18081
0
            child_0_size[axis] = child_0->SizeRef[axis] = (size_avail - child_1_size[axis]);
18082
0
            IM_ASSERT(child_0->SizeRef[axis] > 0.0f && child_1->SizeRef[axis] > 0.0f);
18083
0
        }
18084
0
        else if (child_0->WantLockSizeOnce && child_1->WantLockSizeOnce)
18085
0
        {
18086
            // FIXME-DOCK: We cannot honor the requested size, so apply ratio.
18087
            // Currently this path will only be taken if code programmatically sets WantLockSizeOnce
18088
0
            float split_ratio = child_0_size[axis] / (child_0_size[axis] + child_1_size[axis]);
18089
0
            child_0_size[axis] = child_0->SizeRef[axis] = ImTrunc(size_avail * split_ratio);
18090
0
            child_1_size[axis] = child_1->SizeRef[axis] = (size_avail - child_0_size[axis]);
18091
0
            IM_ASSERT(child_0->SizeRef[axis] > 0.0f && child_1->SizeRef[axis] > 0.0f);
18092
0
        }
18093
18094
        // 3) If one window is the central node (~ use remaining space, should be made explicit!), use explicit size from the other, and remainder for the central node
18095
0
        else if (child_0->SizeRef[axis] != 0.0f && child_1->HasCentralNodeChild)
18096
0
        {
18097
0
            child_0_size[axis] = ImMin(size_avail - size_min_each, child_0->SizeRef[axis]);
18098
0
            child_1_size[axis] = (size_avail - child_0_size[axis]);
18099
0
        }
18100
0
        else if (child_1->SizeRef[axis] != 0.0f && child_0->HasCentralNodeChild)
18101
0
        {
18102
0
            child_1_size[axis] = ImMin(size_avail - size_min_each, child_1->SizeRef[axis]);
18103
0
            child_0_size[axis] = (size_avail - child_1_size[axis]);
18104
0
        }
18105
0
        else
18106
0
        {
18107
            // 4) Otherwise distribute according to the relative ratio of each SizeRef value
18108
0
            float split_ratio = child_0->SizeRef[axis] / (child_0->SizeRef[axis] + child_1->SizeRef[axis]);
18109
0
            child_0_size[axis] = ImMax(size_min_each, ImTrunc(size_avail * split_ratio + 0.5f));
18110
0
            child_1_size[axis] = (size_avail - child_0_size[axis]);
18111
0
        }
18112
18113
0
        child_1_pos[axis] += spacing + child_0_size[axis];
18114
0
    }
18115
18116
0
    if (only_write_to_single_node == NULL)
18117
0
        child_0->WantLockSizeOnce = child_1->WantLockSizeOnce = false;
18118
18119
0
    const bool child_0_recurse = only_write_to_single_node ? child_0_is_toward_single_node : child_0->IsVisible;
18120
0
    const bool child_1_recurse = only_write_to_single_node ? child_1_is_toward_single_node : child_1->IsVisible;
18121
0
    if (child_0_recurse)
18122
0
        DockNodeTreeUpdatePosSize(child_0, child_0_pos, child_0_size);
18123
0
    if (child_1_recurse)
18124
0
        DockNodeTreeUpdatePosSize(child_1, child_1_pos, child_1_size);
18125
0
}
18126
18127
static void DockNodeTreeUpdateSplitterFindTouchingNode(ImGuiDockNode* node, ImGuiAxis axis, int side, ImVector<ImGuiDockNode*>* touching_nodes)
18128
0
{
18129
0
    if (node->IsLeafNode())
18130
0
    {
18131
0
        touching_nodes->push_back(node);
18132
0
        return;
18133
0
    }
18134
0
    if (node->ChildNodes[0]->IsVisible)
18135
0
        if (node->SplitAxis != axis || side == 0 || !node->ChildNodes[1]->IsVisible)
18136
0
            DockNodeTreeUpdateSplitterFindTouchingNode(node->ChildNodes[0], axis, side, touching_nodes);
18137
0
    if (node->ChildNodes[1]->IsVisible)
18138
0
        if (node->SplitAxis != axis || side == 1 || !node->ChildNodes[0]->IsVisible)
18139
0
            DockNodeTreeUpdateSplitterFindTouchingNode(node->ChildNodes[1], axis, side, touching_nodes);
18140
0
}
18141
18142
// (Depth-First, Pre-Order)
18143
void ImGui::DockNodeTreeUpdateSplitter(ImGuiDockNode* node)
18144
0
{
18145
0
    if (node->IsLeafNode())
18146
0
        return;
18147
18148
0
    ImGuiContext& g = *GImGui;
18149
18150
0
    ImGuiDockNode* child_0 = node->ChildNodes[0];
18151
0
    ImGuiDockNode* child_1 = node->ChildNodes[1];
18152
0
    if (child_0->IsVisible && child_1->IsVisible)
18153
0
    {
18154
        // Bounding box of the splitter cover the space between both nodes (w = Spacing, h = Size[xy^1] for when splitting horizontally)
18155
0
        const ImGuiAxis axis = (ImGuiAxis)node->SplitAxis;
18156
0
        IM_ASSERT(axis != ImGuiAxis_None);
18157
0
        ImRect bb;
18158
0
        bb.Min = child_0->Pos;
18159
0
        bb.Max = child_1->Pos;
18160
0
        bb.Min[axis] += child_0->Size[axis];
18161
0
        bb.Max[axis ^ 1] += child_1->Size[axis ^ 1];
18162
        //if (g.IO.KeyCtrl) GetForegroundDrawList(g.CurrentWindow->Viewport)->AddRect(bb.Min, bb.Max, IM_COL32(255,0,255,255));
18163
18164
0
        const ImGuiDockNodeFlags merged_flags = child_0->MergedFlags | child_1->MergedFlags; // Merged flags for BOTH childs
18165
0
        const ImGuiDockNodeFlags no_resize_axis_flag = (axis == ImGuiAxis_X) ? ImGuiDockNodeFlags_NoResizeX : ImGuiDockNodeFlags_NoResizeY;
18166
0
        if ((merged_flags & ImGuiDockNodeFlags_NoResize) || (merged_flags & no_resize_axis_flag))
18167
0
        {
18168
0
            ImGuiWindow* window = g.CurrentWindow;
18169
0
            window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_Separator), g.Style.FrameRounding);
18170
0
        }
18171
0
        else
18172
0
        {
18173
            //bb.Min[axis] += 1; // Display a little inward so highlight doesn't connect with nearby tabs on the neighbor node.
18174
            //bb.Max[axis] -= 1;
18175
0
            PushID(node->ID);
18176
18177
            // Find resizing limits by gathering list of nodes that are touching the splitter line.
18178
0
            ImVector<ImGuiDockNode*> touching_nodes[2];
18179
0
            float min_size = g.Style.WindowMinSize[axis];
18180
0
            float resize_limits[2];
18181
0
            resize_limits[0] = node->ChildNodes[0]->Pos[axis] + min_size;
18182
0
            resize_limits[1] = node->ChildNodes[1]->Pos[axis] + node->ChildNodes[1]->Size[axis] - min_size;
18183
18184
0
            ImGuiID splitter_id = GetID("##Splitter");
18185
0
            if (g.ActiveId == splitter_id) // Only process when splitter is active
18186
0
            {
18187
0
                DockNodeTreeUpdateSplitterFindTouchingNode(child_0, axis, 1, &touching_nodes[0]);
18188
0
                DockNodeTreeUpdateSplitterFindTouchingNode(child_1, axis, 0, &touching_nodes[1]);
18189
0
                for (int touching_node_n = 0; touching_node_n < touching_nodes[0].Size; touching_node_n++)
18190
0
                    resize_limits[0] = ImMax(resize_limits[0], touching_nodes[0][touching_node_n]->Rect().Min[axis] + min_size);
18191
0
                for (int touching_node_n = 0; touching_node_n < touching_nodes[1].Size; touching_node_n++)
18192
0
                    resize_limits[1] = ImMin(resize_limits[1], touching_nodes[1][touching_node_n]->Rect().Max[axis] - min_size);
18193
18194
                // [DEBUG] Render touching nodes & limits
18195
                /*
18196
                ImDrawList* draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList(GetMainViewport());
18197
                for (int n = 0; n < 2; n++)
18198
                {
18199
                    for (int touching_node_n = 0; touching_node_n < touching_nodes[n].Size; touching_node_n++)
18200
                        draw_list->AddRect(touching_nodes[n][touching_node_n]->Pos, touching_nodes[n][touching_node_n]->Pos + touching_nodes[n][touching_node_n]->Size, IM_COL32(0, 255, 0, 255));
18201
                    if (axis == ImGuiAxis_X)
18202
                        draw_list->AddLine(ImVec2(resize_limits[n], node->ChildNodes[n]->Pos.y), ImVec2(resize_limits[n], node->ChildNodes[n]->Pos.y + node->ChildNodes[n]->Size.y), IM_COL32(255, 0, 255, 255), 3.0f);
18203
                    else
18204
                        draw_list->AddLine(ImVec2(node->ChildNodes[n]->Pos.x, resize_limits[n]), ImVec2(node->ChildNodes[n]->Pos.x + node->ChildNodes[n]->Size.x, resize_limits[n]), IM_COL32(255, 0, 255, 255), 3.0f);
18205
                }
18206
                */
18207
0
            }
18208
18209
            // Use a short delay before highlighting the splitter (and changing the mouse cursor) in order for regular mouse movement to not highlight many splitters
18210
0
            float cur_size_0 = child_0->Size[axis];
18211
0
            float cur_size_1 = child_1->Size[axis];
18212
0
            float min_size_0 = resize_limits[0] - child_0->Pos[axis];
18213
0
            float min_size_1 = child_1->Pos[axis] + child_1->Size[axis] - resize_limits[1];
18214
0
            ImU32 bg_col = GetColorU32(ImGuiCol_WindowBg);
18215
0
            if (SplitterBehavior(bb, GetID("##Splitter"), axis, &cur_size_0, &cur_size_1, min_size_0, min_size_1, WINDOWS_HOVER_PADDING, WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER, bg_col))
18216
0
            {
18217
0
                if (touching_nodes[0].Size > 0 && touching_nodes[1].Size > 0)
18218
0
                {
18219
0
                    child_0->Size[axis] = child_0->SizeRef[axis] = cur_size_0;
18220
0
                    child_1->Pos[axis] -= cur_size_1 - child_1->Size[axis];
18221
0
                    child_1->Size[axis] = child_1->SizeRef[axis] = cur_size_1;
18222
18223
                    // Lock the size of every node that is a sibling of the node we are touching
18224
                    // This might be less desirable if we can merge sibling of a same axis into the same parental level.
18225
0
                    for (int side_n = 0; side_n < 2; side_n++)
18226
0
                        for (int touching_node_n = 0; touching_node_n < touching_nodes[side_n].Size; touching_node_n++)
18227
0
                        {
18228
0
                            ImGuiDockNode* touching_node = touching_nodes[side_n][touching_node_n];
18229
                            //ImDrawList* draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList(GetMainViewport());
18230
                            //draw_list->AddRect(touching_node->Pos, touching_node->Pos + touching_node->Size, IM_COL32(255, 128, 0, 255));
18231
0
                            while (touching_node->ParentNode != node)
18232
0
                            {
18233
0
                                if (touching_node->ParentNode->SplitAxis == axis)
18234
0
                                {
18235
                                    // Mark other node so its size will be preserved during the upcoming call to DockNodeTreeUpdatePosSize().
18236
0
                                    ImGuiDockNode* node_to_preserve = touching_node->ParentNode->ChildNodes[side_n];
18237
0
                                    node_to_preserve->WantLockSizeOnce = true;
18238
                                    //draw_list->AddRect(touching_node->Pos, touching_node->Rect().Max, IM_COL32(255, 0, 0, 255));
18239
                                    //draw_list->AddRectFilled(node_to_preserve->Pos, node_to_preserve->Rect().Max, IM_COL32(0, 255, 0, 100));
18240
0
                                }
18241
0
                                touching_node = touching_node->ParentNode;
18242
0
                            }
18243
0
                        }
18244
18245
0
                    DockNodeTreeUpdatePosSize(child_0, child_0->Pos, child_0->Size);
18246
0
                    DockNodeTreeUpdatePosSize(child_1, child_1->Pos, child_1->Size);
18247
0
                    MarkIniSettingsDirty();
18248
0
                }
18249
0
            }
18250
0
            PopID();
18251
0
        }
18252
0
    }
18253
18254
0
    if (child_0->IsVisible)
18255
0
        DockNodeTreeUpdateSplitter(child_0);
18256
0
    if (child_1->IsVisible)
18257
0
        DockNodeTreeUpdateSplitter(child_1);
18258
0
}
18259
18260
ImGuiDockNode* ImGui::DockNodeTreeFindFallbackLeafNode(ImGuiDockNode* node)
18261
0
{
18262
0
    if (node->IsLeafNode())
18263
0
        return node;
18264
0
    if (ImGuiDockNode* leaf_node = DockNodeTreeFindFallbackLeafNode(node->ChildNodes[0]))
18265
0
        return leaf_node;
18266
0
    if (ImGuiDockNode* leaf_node = DockNodeTreeFindFallbackLeafNode(node->ChildNodes[1]))
18267
0
        return leaf_node;
18268
0
    return NULL;
18269
0
}
18270
18271
ImGuiDockNode* ImGui::DockNodeTreeFindVisibleNodeByPos(ImGuiDockNode* node, ImVec2 pos)
18272
0
{
18273
0
    if (!node->IsVisible)
18274
0
        return NULL;
18275
18276
0
    const float dock_spacing = 0.0f;// g.Style.ItemInnerSpacing.x; // FIXME: Relation to DOCKING_SPLITTER_SIZE?
18277
0
    ImRect r(node->Pos, node->Pos + node->Size);
18278
0
    r.Expand(dock_spacing * 0.5f);
18279
0
    bool inside = r.Contains(pos);
18280
0
    if (!inside)
18281
0
        return NULL;
18282
18283
0
    if (node->IsLeafNode())
18284
0
        return node;
18285
0
    if (ImGuiDockNode* hovered_node = DockNodeTreeFindVisibleNodeByPos(node->ChildNodes[0], pos))
18286
0
        return hovered_node;
18287
0
    if (ImGuiDockNode* hovered_node = DockNodeTreeFindVisibleNodeByPos(node->ChildNodes[1], pos))
18288
0
        return hovered_node;
18289
18290
    // This means we are hovering over the splitter/spacing of a parent node
18291
0
    return node;
18292
0
}
18293
18294
//-----------------------------------------------------------------------------
18295
// Docking: Public Functions (SetWindowDock, DockSpace, DockSpaceOverViewport)
18296
//-----------------------------------------------------------------------------
18297
// - SetWindowDock() [Internal]
18298
// - DockSpace()
18299
// - DockSpaceOverViewport()
18300
//-----------------------------------------------------------------------------
18301
18302
// [Internal] Called via SetNextWindowDockID()
18303
void ImGui::SetWindowDock(ImGuiWindow* window, ImGuiID dock_id, ImGuiCond cond)
18304
0
{
18305
    // Test condition (NB: bit 0 is always true) and clear flags for next time
18306
0
    if (cond && (window->SetWindowDockAllowFlags & cond) == 0)
18307
0
        return;
18308
0
    window->SetWindowDockAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);
18309
18310
0
    if (window->DockId == dock_id)
18311
0
        return;
18312
18313
    // If the user attempt to set a dock id that is a split node, we'll dig within to find a suitable docking spot
18314
0
    ImGuiContext& g = *GImGui;
18315
0
    if (ImGuiDockNode* new_node = DockContextFindNodeByID(&g, dock_id))
18316
0
        if (new_node->IsSplitNode())
18317
0
        {
18318
            // Policy: Find central node or latest focused node. We first move back to our root node.
18319
0
            new_node = DockNodeGetRootNode(new_node);
18320
0
            if (new_node->CentralNode)
18321
0
            {
18322
0
                IM_ASSERT(new_node->CentralNode->IsCentralNode());
18323
0
                dock_id = new_node->CentralNode->ID;
18324
0
            }
18325
0
            else
18326
0
            {
18327
0
                dock_id = new_node->LastFocusedNodeId;
18328
0
            }
18329
0
        }
18330
18331
0
    if (window->DockId == dock_id)
18332
0
        return;
18333
18334
0
    if (window->DockNode)
18335
0
        DockNodeRemoveWindow(window->DockNode, window, 0);
18336
0
    window->DockId = dock_id;
18337
0
}
18338
18339
// Create an explicit dockspace node within an existing window. Also expose dock node flags and creates a CentralNode by default.
18340
// The Central Node is always displayed even when empty and shrink/extend according to the requested size of its neighbors.
18341
// DockSpace() needs to be submitted _before_ any window they can host. If you use a dockspace, submit it early in your app.
18342
// When ImGuiDockNodeFlags_KeepAliveOnly is set, nothing is submitted in the current window (function may be called from any location).
18343
ImGuiID ImGui::DockSpace(ImGuiID id, const ImVec2& size_arg, ImGuiDockNodeFlags flags, const ImGuiWindowClass* window_class)
18344
0
{
18345
0
    ImGuiContext& g = *GImGui;
18346
0
    ImGuiWindow* window = GetCurrentWindowRead();
18347
0
    if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable))
18348
0
        return 0;
18349
18350
    // Early out if parent window is hidden/collapsed
18351
    // This is faster but also DockNodeUpdateTabBar() relies on TabBarLayout() running (which won't if SkipItems=true) to set NextSelectedTabId = 0). See #2960.
18352
    // If for whichever reason this is causing problem we would need to ensure that DockNodeUpdateTabBar() ends up clearing NextSelectedTabId even if SkipItems=true.
18353
0
    if (window->SkipItems)
18354
0
        flags |= ImGuiDockNodeFlags_KeepAliveOnly;
18355
0
    if ((flags & ImGuiDockNodeFlags_KeepAliveOnly) == 0)
18356
0
        window = GetCurrentWindow(); // call to set window->WriteAccessed = true;
18357
18358
0
    IM_ASSERT((flags & ImGuiDockNodeFlags_DockSpace) == 0);
18359
0
    IM_ASSERT(id != 0);
18360
0
    ImGuiDockNode* node = DockContextFindNodeByID(&g, id);
18361
0
    if (!node)
18362
0
    {
18363
0
        IMGUI_DEBUG_LOG_DOCKING("[docking] DockSpace: dockspace node 0x%08X created\n", id);
18364
0
        node = DockContextAddNode(&g, id);
18365
0
        node->SetLocalFlags(ImGuiDockNodeFlags_CentralNode);
18366
0
    }
18367
0
    if (window_class && window_class->ClassId != node->WindowClass.ClassId)
18368
0
        IMGUI_DEBUG_LOG_DOCKING("[docking] DockSpace: dockspace node 0x%08X: setup WindowClass 0x%08X -> 0x%08X\n", id, node->WindowClass.ClassId, window_class->ClassId);
18369
0
    node->SharedFlags = flags;
18370
0
    node->WindowClass = window_class ? *window_class : ImGuiWindowClass();
18371
18372
    // When a DockSpace transitioned form implicit to explicit this may be called a second time
18373
    // It is possible that the node has already been claimed by a docked window which appeared before the DockSpace() node, so we overwrite IsDockSpace again.
18374
0
    if (node->LastFrameActive == g.FrameCount && !(flags & ImGuiDockNodeFlags_KeepAliveOnly))
18375
0
    {
18376
0
        IM_ASSERT(node->IsDockSpace() == false && "Cannot call DockSpace() twice a frame with the same ID");
18377
0
        node->SetLocalFlags(node->LocalFlags | ImGuiDockNodeFlags_DockSpace);
18378
0
        return id;
18379
0
    }
18380
0
    node->SetLocalFlags(node->LocalFlags | ImGuiDockNodeFlags_DockSpace);
18381
18382
    // Keep alive mode, this is allow windows docked into this node so stay docked even if they are not visible
18383
0
    if (flags & ImGuiDockNodeFlags_KeepAliveOnly)
18384
0
    {
18385
0
        node->LastFrameAlive = g.FrameCount;
18386
0
        return id;
18387
0
    }
18388
18389
0
    const ImVec2 content_avail = GetContentRegionAvail();
18390
0
    ImVec2 size = ImTrunc(size_arg);
18391
0
    if (size.x <= 0.0f)
18392
0
        size.x = ImMax(content_avail.x + size.x, 4.0f); // Arbitrary minimum child size (0.0f causing too much issues)
18393
0
    if (size.y <= 0.0f)
18394
0
        size.y = ImMax(content_avail.y + size.y, 4.0f);
18395
0
    IM_ASSERT(size.x > 0.0f && size.y > 0.0f);
18396
18397
0
    node->Pos = window->DC.CursorPos;
18398
0
    node->Size = node->SizeRef = size;
18399
0
    SetNextWindowPos(node->Pos);
18400
0
    SetNextWindowSize(node->Size);
18401
0
    g.NextWindowData.PosUndock = false;
18402
18403
    // FIXME-DOCK: Why do we need a child window to host a dockspace, could we host it in the existing window?
18404
    // FIXME-DOCK: What is the reason for not simply calling BeginChild()? (OK to have a reason but should be commented)
18405
0
    ImGuiWindowFlags window_flags = ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_DockNodeHost;
18406
0
    window_flags |= ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoTitleBar;
18407
0
    window_flags |= ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoScrollWithMouse;
18408
0
    window_flags |= ImGuiWindowFlags_NoBackground;
18409
18410
0
    char title[256];
18411
0
    ImFormatString(title, IM_ARRAYSIZE(title), "%s/DockSpace_%08X", window->Name, id);
18412
18413
0
    PushStyleVar(ImGuiStyleVar_ChildBorderSize, 0.0f);
18414
0
    Begin(title, NULL, window_flags);
18415
0
    PopStyleVar();
18416
18417
0
    ImGuiWindow* host_window = g.CurrentWindow;
18418
0
    DockNodeSetupHostWindow(node, host_window);
18419
0
    host_window->ChildId = window->GetID(title);
18420
0
    node->OnlyNodeWithWindows = NULL;
18421
18422
0
    IM_ASSERT(node->IsRootNode());
18423
18424
    // We need to handle the rare case were a central node is missing.
18425
    // This can happen if the node was first created manually with DockBuilderAddNode() but _without_ the ImGuiDockNodeFlags_Dockspace.
18426
    // Doing it correctly would set the _CentralNode flags, which would then propagate according to subsequent split.
18427
    // It would also be ambiguous to attempt to assign a central node while there are split nodes, so we wait until there's a single node remaining.
18428
    // The specific sub-property of _CentralNode we are interested in recovering here is the "Don't delete when empty" property,
18429
    // as it doesn't make sense for an empty dockspace to not have this property.
18430
0
    if (node->IsLeafNode() && !node->IsCentralNode())
18431
0
        node->SetLocalFlags(node->LocalFlags | ImGuiDockNodeFlags_CentralNode);
18432
18433
    // Update the node
18434
0
    DockNodeUpdate(node);
18435
18436
0
    End();
18437
18438
0
    ImRect bb(node->Pos, node->Pos + size);
18439
0
    ItemSize(size);
18440
0
    ItemAdd(bb, id, NULL, ImGuiItemFlags_NoNav); // Not a nav point (could be, would need to draw the nav rect and replicate/refactor activation from BeginChild(), but seems like CTRL+Tab works better here?)
18441
0
    if ((g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect) && IsWindowChildOf(g.HoveredWindow, host_window, false, true)) // To fullfill IsItemHovered(), similar to EndChild()
18442
0
        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow;
18443
18444
0
    return id;
18445
0
}
18446
18447
// Tips: Use with ImGuiDockNodeFlags_PassthruCentralNode!
18448
// The limitation with this call is that your window won't have a menu bar.
18449
// Even though we could pass window flags, it would also require the user to be able to call BeginMenuBar() somehow meaning we can't Begin/End in a single function.
18450
// But you can also use BeginMainMenuBar(). If you really want a menu bar inside the same window as the one hosting the dockspace, you will need to copy this code somewhere and tweak it.
18451
ImGuiID ImGui::DockSpaceOverViewport(const ImGuiViewport* viewport, ImGuiDockNodeFlags dockspace_flags, const ImGuiWindowClass* window_class)
18452
0
{
18453
0
    if (viewport == NULL)
18454
0
        viewport = GetMainViewport();
18455
18456
0
    SetNextWindowPos(viewport->WorkPos);
18457
0
    SetNextWindowSize(viewport->WorkSize);
18458
0
    SetNextWindowViewport(viewport->ID);
18459
18460
0
    ImGuiWindowFlags host_window_flags = 0;
18461
0
    host_window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoDocking;
18462
0
    host_window_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoNavFocus;
18463
0
    if (dockspace_flags & ImGuiDockNodeFlags_PassthruCentralNode)
18464
0
        host_window_flags |= ImGuiWindowFlags_NoBackground;
18465
18466
0
    char label[32];
18467
0
    ImFormatString(label, IM_ARRAYSIZE(label), "DockSpaceViewport_%08X", viewport->ID);
18468
18469
0
    PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f);
18470
0
    PushStyleVar(ImGuiStyleVar_WindowBorderSize, 0.0f);
18471
0
    PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0.0f, 0.0f));
18472
0
    Begin(label, NULL, host_window_flags);
18473
0
    PopStyleVar(3);
18474
18475
0
    ImGuiID dockspace_id = GetID("DockSpace");
18476
0
    DockSpace(dockspace_id, ImVec2(0.0f, 0.0f), dockspace_flags, window_class);
18477
0
    End();
18478
18479
0
    return dockspace_id;
18480
0
}
18481
18482
//-----------------------------------------------------------------------------
18483
// Docking: Builder Functions
18484
//-----------------------------------------------------------------------------
18485
// Very early end-user API to manipulate dock nodes.
18486
// Only available in imgui_internal.h. Expect this API to change/break!
18487
// It is expected that those functions are all called _before_ the dockspace node submission.
18488
//-----------------------------------------------------------------------------
18489
// - DockBuilderDockWindow()
18490
// - DockBuilderGetNode()
18491
// - DockBuilderSetNodePos()
18492
// - DockBuilderSetNodeSize()
18493
// - DockBuilderAddNode()
18494
// - DockBuilderRemoveNode()
18495
// - DockBuilderRemoveNodeChildNodes()
18496
// - DockBuilderRemoveNodeDockedWindows()
18497
// - DockBuilderSplitNode()
18498
// - DockBuilderCopyNodeRec()
18499
// - DockBuilderCopyNode()
18500
// - DockBuilderCopyWindowSettings()
18501
// - DockBuilderCopyDockSpace()
18502
// - DockBuilderFinish()
18503
//-----------------------------------------------------------------------------
18504
18505
void ImGui::DockBuilderDockWindow(const char* window_name, ImGuiID node_id)
18506
0
{
18507
    // We don't preserve relative order of multiple docked windows (by clearing DockOrder back to -1)
18508
0
    ImGuiContext& g = *GImGui; IM_UNUSED(g);
18509
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockBuilderDockWindow '%s' to node 0x%08X\n", window_name, node_id);
18510
0
    ImGuiID window_id = ImHashStr(window_name);
18511
0
    if (ImGuiWindow* window = FindWindowByID(window_id))
18512
0
    {
18513
        // Apply to created window
18514
0
        ImGuiID prev_node_id = window->DockId;
18515
0
        SetWindowDock(window, node_id, ImGuiCond_Always);
18516
0
        if (window->DockId != prev_node_id)
18517
0
            window->DockOrder = -1;
18518
0
    }
18519
0
    else
18520
0
    {
18521
        // Apply to settings
18522
0
        ImGuiWindowSettings* settings = FindWindowSettingsByID(window_id);
18523
0
        if (settings == NULL)
18524
0
            settings = CreateNewWindowSettings(window_name);
18525
0
        if (settings->DockId != node_id)
18526
0
            settings->DockOrder = -1;
18527
0
        settings->DockId = node_id;
18528
0
    }
18529
0
}
18530
18531
ImGuiDockNode* ImGui::DockBuilderGetNode(ImGuiID node_id)
18532
0
{
18533
0
    ImGuiContext& g = *GImGui;
18534
0
    return DockContextFindNodeByID(&g, node_id);
18535
0
}
18536
18537
void ImGui::DockBuilderSetNodePos(ImGuiID node_id, ImVec2 pos)
18538
0
{
18539
0
    ImGuiContext& g = *GImGui;
18540
0
    ImGuiDockNode* node = DockContextFindNodeByID(&g, node_id);
18541
0
    if (node == NULL)
18542
0
        return;
18543
0
    node->Pos = pos;
18544
0
    node->AuthorityForPos = ImGuiDataAuthority_DockNode;
18545
0
}
18546
18547
void ImGui::DockBuilderSetNodeSize(ImGuiID node_id, ImVec2 size)
18548
0
{
18549
0
    ImGuiContext& g = *GImGui;
18550
0
    ImGuiDockNode* node = DockContextFindNodeByID(&g, node_id);
18551
0
    if (node == NULL)
18552
0
        return;
18553
0
    IM_ASSERT(size.x > 0.0f && size.y > 0.0f);
18554
0
    node->Size = node->SizeRef = size;
18555
0
    node->AuthorityForSize = ImGuiDataAuthority_DockNode;
18556
0
}
18557
18558
// Make sure to use the ImGuiDockNodeFlags_DockSpace flag to create a dockspace node! Otherwise this will create a floating node!
18559
// - Floating node: you can then call DockBuilderSetNodePos()/DockBuilderSetNodeSize() to position and size the floating node.
18560
// - Dockspace node: calling DockBuilderSetNodePos() is unnecessary.
18561
// - If you intend to split a node immediately after creation using DockBuilderSplitNode(), make sure to call DockBuilderSetNodeSize() beforehand!
18562
//   For various reason, the splitting code currently needs a base size otherwise space may not be allocated as precisely as you would expect.
18563
// - Use (id == 0) to let the system allocate a node identifier.
18564
// - Existing node with a same id will be removed.
18565
ImGuiID ImGui::DockBuilderAddNode(ImGuiID node_id, ImGuiDockNodeFlags flags)
18566
0
{
18567
0
    ImGuiContext& g = *GImGui; IM_UNUSED(g);
18568
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockBuilderAddNode 0x%08X flags=%08X\n", node_id, flags);
18569
18570
0
    if (node_id != 0)
18571
0
        DockBuilderRemoveNode(node_id);
18572
18573
0
    ImGuiDockNode* node = NULL;
18574
0
    if (flags & ImGuiDockNodeFlags_DockSpace)
18575
0
    {
18576
0
        DockSpace(node_id, ImVec2(0, 0), (flags & ~ImGuiDockNodeFlags_DockSpace) | ImGuiDockNodeFlags_KeepAliveOnly);
18577
0
        node = DockContextFindNodeByID(&g, node_id);
18578
0
    }
18579
0
    else
18580
0
    {
18581
0
        node = DockContextAddNode(&g, node_id);
18582
0
        node->SetLocalFlags(flags);
18583
0
    }
18584
0
    node->LastFrameAlive = g.FrameCount;   // Set this otherwise BeginDocked will undock during the same frame.
18585
0
    return node->ID;
18586
0
}
18587
18588
void ImGui::DockBuilderRemoveNode(ImGuiID node_id)
18589
0
{
18590
0
    ImGuiContext& g = *GImGui; IM_UNUSED(g);
18591
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockBuilderRemoveNode 0x%08X\n", node_id);
18592
18593
0
    ImGuiDockNode* node = DockContextFindNodeByID(&g, node_id);
18594
0
    if (node == NULL)
18595
0
        return;
18596
0
    DockBuilderRemoveNodeDockedWindows(node_id, true);
18597
0
    DockBuilderRemoveNodeChildNodes(node_id);
18598
    // Node may have moved or deleted if e.g. any merge happened
18599
0
    node = DockContextFindNodeByID(&g, node_id);
18600
0
    if (node == NULL)
18601
0
        return;
18602
0
    if (node->IsCentralNode() && node->ParentNode)
18603
0
        node->ParentNode->SetLocalFlags(node->ParentNode->LocalFlags | ImGuiDockNodeFlags_CentralNode);
18604
0
    DockContextRemoveNode(&g, node, true);
18605
0
}
18606
18607
// root_id = 0 to remove all, root_id != 0 to remove child of given node.
18608
void ImGui::DockBuilderRemoveNodeChildNodes(ImGuiID root_id)
18609
0
{
18610
0
    ImGuiContext& g = *GImGui;
18611
0
    ImGuiDockContext* dc = &g.DockContext;
18612
18613
0
    ImGuiDockNode* root_node = root_id ? DockContextFindNodeByID(&g, root_id) : NULL;
18614
0
    if (root_id && root_node == NULL)
18615
0
        return;
18616
0
    bool has_central_node = false;
18617
18618
0
    ImGuiDataAuthority backup_root_node_authority_for_pos = root_node ? root_node->AuthorityForPos : ImGuiDataAuthority_Auto;
18619
0
    ImGuiDataAuthority backup_root_node_authority_for_size = root_node ? root_node->AuthorityForSize : ImGuiDataAuthority_Auto;
18620
18621
    // Process active windows
18622
0
    ImVector<ImGuiDockNode*> nodes_to_remove;
18623
0
    for (int n = 0; n < dc->Nodes.Data.Size; n++)
18624
0
        if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
18625
0
        {
18626
0
            bool want_removal = (root_id == 0) || (node->ID != root_id && DockNodeGetRootNode(node)->ID == root_id);
18627
0
            if (want_removal)
18628
0
            {
18629
0
                if (node->IsCentralNode())
18630
0
                    has_central_node = true;
18631
0
                if (root_id != 0)
18632
0
                    DockContextQueueNotifyRemovedNode(&g, node);
18633
0
                if (root_node)
18634
0
                {
18635
0
                    DockNodeMoveWindows(root_node, node);
18636
0
                    DockSettingsRenameNodeReferences(node->ID, root_node->ID);
18637
0
                }
18638
0
                nodes_to_remove.push_back(node);
18639
0
            }
18640
0
        }
18641
18642
    // DockNodeMoveWindows->DockNodeAddWindow will normally set those when reaching two windows (which is only adequate during interactive merge)
18643
    // Make sure we don't lose our current pos/size. (FIXME-DOCK: Consider tidying up that code in DockNodeAddWindow instead)
18644
0
    if (root_node)
18645
0
    {
18646
0
        root_node->AuthorityForPos = backup_root_node_authority_for_pos;
18647
0
        root_node->AuthorityForSize = backup_root_node_authority_for_size;
18648
0
    }
18649
18650
    // Apply to settings
18651
0
    for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
18652
0
        if (ImGuiID window_settings_dock_id = settings->DockId)
18653
0
            for (int n = 0; n < nodes_to_remove.Size; n++)
18654
0
                if (nodes_to_remove[n]->ID == window_settings_dock_id)
18655
0
                {
18656
0
                    settings->DockId = root_id;
18657
0
                    break;
18658
0
                }
18659
18660
    // Not really efficient, but easier to destroy a whole hierarchy considering DockContextRemoveNode is attempting to merge nodes
18661
0
    if (nodes_to_remove.Size > 1)
18662
0
        ImQsort(nodes_to_remove.Data, nodes_to_remove.Size, sizeof(ImGuiDockNode*), DockNodeComparerDepthMostFirst);
18663
0
    for (int n = 0; n < nodes_to_remove.Size; n++)
18664
0
        DockContextRemoveNode(&g, nodes_to_remove[n], false);
18665
18666
0
    if (root_id == 0)
18667
0
    {
18668
0
        dc->Nodes.Clear();
18669
0
        dc->Requests.clear();
18670
0
    }
18671
0
    else if (has_central_node)
18672
0
    {
18673
0
        root_node->CentralNode = root_node;
18674
0
        root_node->SetLocalFlags(root_node->LocalFlags | ImGuiDockNodeFlags_CentralNode);
18675
0
    }
18676
0
}
18677
18678
void ImGui::DockBuilderRemoveNodeDockedWindows(ImGuiID root_id, bool clear_settings_refs)
18679
0
{
18680
    // Clear references in settings
18681
0
    ImGuiContext& g = *GImGui;
18682
0
    if (clear_settings_refs)
18683
0
    {
18684
0
        for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
18685
0
        {
18686
0
            bool want_removal = (root_id == 0) || (settings->DockId == root_id);
18687
0
            if (!want_removal && settings->DockId != 0)
18688
0
                if (ImGuiDockNode* node = DockContextFindNodeByID(&g, settings->DockId))
18689
0
                    if (DockNodeGetRootNode(node)->ID == root_id)
18690
0
                        want_removal = true;
18691
0
            if (want_removal)
18692
0
                settings->DockId = 0;
18693
0
        }
18694
0
    }
18695
18696
    // Clear references in windows
18697
0
    for (int n = 0; n < g.Windows.Size; n++)
18698
0
    {
18699
0
        ImGuiWindow* window = g.Windows[n];
18700
0
        bool want_removal = (root_id == 0) || (window->DockNode && DockNodeGetRootNode(window->DockNode)->ID == root_id) || (window->DockNodeAsHost && window->DockNodeAsHost->ID == root_id);
18701
0
        if (want_removal)
18702
0
        {
18703
0
            const ImGuiID backup_dock_id = window->DockId;
18704
0
            IM_UNUSED(backup_dock_id);
18705
0
            DockContextProcessUndockWindow(&g, window, clear_settings_refs);
18706
0
            if (!clear_settings_refs)
18707
0
                IM_ASSERT(window->DockId == backup_dock_id);
18708
0
        }
18709
0
    }
18710
0
}
18711
18712
// If 'out_id_at_dir' or 'out_id_at_opposite_dir' are non NULL, the function will write out the ID of the two new nodes created.
18713
// Return value is ID of the node at the specified direction, so same as (*out_id_at_dir) if that pointer is set.
18714
// FIXME-DOCK: We are not exposing nor using split_outer.
18715
ImGuiID ImGui::DockBuilderSplitNode(ImGuiID id, ImGuiDir split_dir, float size_ratio_for_node_at_dir, ImGuiID* out_id_at_dir, ImGuiID* out_id_at_opposite_dir)
18716
0
{
18717
0
    ImGuiContext& g = *GImGui;
18718
0
    IM_ASSERT(split_dir != ImGuiDir_None);
18719
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockBuilderSplitNode: node 0x%08X, split_dir %d\n", id, split_dir);
18720
18721
0
    ImGuiDockNode* node = DockContextFindNodeByID(&g, id);
18722
0
    if (node == NULL)
18723
0
    {
18724
0
        IM_ASSERT(node != NULL);
18725
0
        return 0;
18726
0
    }
18727
18728
0
    IM_ASSERT(!node->IsSplitNode()); // Assert if already Split
18729
18730
0
    ImGuiDockRequest req;
18731
0
    req.Type = ImGuiDockRequestType_Split;
18732
0
    req.DockTargetWindow = NULL;
18733
0
    req.DockTargetNode = node;
18734
0
    req.DockPayload = NULL;
18735
0
    req.DockSplitDir = split_dir;
18736
0
    req.DockSplitRatio = ImSaturate((split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? size_ratio_for_node_at_dir : 1.0f - size_ratio_for_node_at_dir);
18737
0
    req.DockSplitOuter = false;
18738
0
    DockContextProcessDock(&g, &req);
18739
18740
0
    ImGuiID id_at_dir = node->ChildNodes[(split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? 0 : 1]->ID;
18741
0
    ImGuiID id_at_opposite_dir = node->ChildNodes[(split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? 1 : 0]->ID;
18742
0
    if (out_id_at_dir)
18743
0
        *out_id_at_dir = id_at_dir;
18744
0
    if (out_id_at_opposite_dir)
18745
0
        *out_id_at_opposite_dir = id_at_opposite_dir;
18746
0
    return id_at_dir;
18747
0
}
18748
18749
static ImGuiDockNode* DockBuilderCopyNodeRec(ImGuiDockNode* src_node, ImGuiID dst_node_id_if_known, ImVector<ImGuiID>* out_node_remap_pairs)
18750
0
{
18751
0
    ImGuiContext& g = *GImGui;
18752
0
    ImGuiDockNode* dst_node = ImGui::DockContextAddNode(&g, dst_node_id_if_known);
18753
0
    dst_node->SharedFlags = src_node->SharedFlags;
18754
0
    dst_node->LocalFlags = src_node->LocalFlags;
18755
0
    dst_node->LocalFlagsInWindows = ImGuiDockNodeFlags_None;
18756
0
    dst_node->Pos = src_node->Pos;
18757
0
    dst_node->Size = src_node->Size;
18758
0
    dst_node->SizeRef = src_node->SizeRef;
18759
0
    dst_node->SplitAxis = src_node->SplitAxis;
18760
0
    dst_node->UpdateMergedFlags();
18761
18762
0
    out_node_remap_pairs->push_back(src_node->ID);
18763
0
    out_node_remap_pairs->push_back(dst_node->ID);
18764
18765
0
    for (int child_n = 0; child_n < IM_ARRAYSIZE(src_node->ChildNodes); child_n++)
18766
0
        if (src_node->ChildNodes[child_n])
18767
0
        {
18768
0
            dst_node->ChildNodes[child_n] = DockBuilderCopyNodeRec(src_node->ChildNodes[child_n], 0, out_node_remap_pairs);
18769
0
            dst_node->ChildNodes[child_n]->ParentNode = dst_node;
18770
0
        }
18771
18772
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] Fork node %08X -> %08X (%d childs)\n", src_node->ID, dst_node->ID, dst_node->IsSplitNode() ? 2 : 0);
18773
0
    return dst_node;
18774
0
}
18775
18776
void ImGui::DockBuilderCopyNode(ImGuiID src_node_id, ImGuiID dst_node_id, ImVector<ImGuiID>* out_node_remap_pairs)
18777
0
{
18778
0
    ImGuiContext& g = *GImGui;
18779
0
    IM_ASSERT(src_node_id != 0);
18780
0
    IM_ASSERT(dst_node_id != 0);
18781
0
    IM_ASSERT(out_node_remap_pairs != NULL);
18782
18783
0
    DockBuilderRemoveNode(dst_node_id);
18784
18785
0
    ImGuiDockNode* src_node = DockContextFindNodeByID(&g, src_node_id);
18786
0
    IM_ASSERT(src_node != NULL);
18787
18788
0
    out_node_remap_pairs->clear();
18789
0
    DockBuilderCopyNodeRec(src_node, dst_node_id, out_node_remap_pairs);
18790
18791
0
    IM_ASSERT((out_node_remap_pairs->Size % 2) == 0);
18792
0
}
18793
18794
void ImGui::DockBuilderCopyWindowSettings(const char* src_name, const char* dst_name)
18795
0
{
18796
0
    ImGuiWindow* src_window = FindWindowByName(src_name);
18797
0
    if (src_window == NULL)
18798
0
        return;
18799
0
    if (ImGuiWindow* dst_window = FindWindowByName(dst_name))
18800
0
    {
18801
0
        dst_window->Pos = src_window->Pos;
18802
0
        dst_window->Size = src_window->Size;
18803
0
        dst_window->SizeFull = src_window->SizeFull;
18804
0
        dst_window->Collapsed = src_window->Collapsed;
18805
0
    }
18806
0
    else
18807
0
    {
18808
0
        ImGuiWindowSettings* dst_settings = FindWindowSettingsByID(ImHashStr(dst_name));
18809
0
        if (!dst_settings)
18810
0
            dst_settings = CreateNewWindowSettings(dst_name);
18811
0
        ImVec2ih window_pos_2ih = ImVec2ih(src_window->Pos);
18812
0
        if (src_window->ViewportId != 0 && src_window->ViewportId != IMGUI_VIEWPORT_DEFAULT_ID)
18813
0
        {
18814
0
            dst_settings->ViewportPos = window_pos_2ih;
18815
0
            dst_settings->ViewportId = src_window->ViewportId;
18816
0
            dst_settings->Pos = ImVec2ih(0, 0);
18817
0
        }
18818
0
        else
18819
0
        {
18820
0
            dst_settings->Pos = window_pos_2ih;
18821
0
        }
18822
0
        dst_settings->Size = ImVec2ih(src_window->SizeFull);
18823
0
        dst_settings->Collapsed = src_window->Collapsed;
18824
0
    }
18825
0
}
18826
18827
// FIXME: Will probably want to change this signature, in particular how the window remapping pairs are passed.
18828
void ImGui::DockBuilderCopyDockSpace(ImGuiID src_dockspace_id, ImGuiID dst_dockspace_id, ImVector<const char*>* in_window_remap_pairs)
18829
0
{
18830
0
    ImGuiContext& g = *GImGui;
18831
0
    IM_ASSERT(src_dockspace_id != 0);
18832
0
    IM_ASSERT(dst_dockspace_id != 0);
18833
0
    IM_ASSERT(in_window_remap_pairs != NULL);
18834
0
    IM_ASSERT((in_window_remap_pairs->Size % 2) == 0);
18835
18836
    // Duplicate entire dock
18837
    // FIXME: When overwriting dst_dockspace_id, windows that aren't part of our dockspace window class but that are docked in a same node will be split apart,
18838
    // whereas we could attempt to at least keep them together in a new, same floating node.
18839
0
    ImVector<ImGuiID> node_remap_pairs;
18840
0
    DockBuilderCopyNode(src_dockspace_id, dst_dockspace_id, &node_remap_pairs);
18841
18842
    // Attempt to transition all the upcoming windows associated to dst_dockspace_id into the newly created hierarchy of dock nodes
18843
    // (The windows associated to src_dockspace_id are staying in place)
18844
0
    ImVector<ImGuiID> src_windows;
18845
0
    for (int remap_window_n = 0; remap_window_n < in_window_remap_pairs->Size; remap_window_n += 2)
18846
0
    {
18847
0
        const char* src_window_name = (*in_window_remap_pairs)[remap_window_n];
18848
0
        const char* dst_window_name = (*in_window_remap_pairs)[remap_window_n + 1];
18849
0
        ImGuiID src_window_id = ImHashStr(src_window_name);
18850
0
        src_windows.push_back(src_window_id);
18851
18852
        // Search in the remapping tables
18853
0
        ImGuiID src_dock_id = 0;
18854
0
        if (ImGuiWindow* src_window = FindWindowByID(src_window_id))
18855
0
            src_dock_id = src_window->DockId;
18856
0
        else if (ImGuiWindowSettings* src_window_settings = FindWindowSettingsByID(src_window_id))
18857
0
            src_dock_id = src_window_settings->DockId;
18858
0
        ImGuiID dst_dock_id = 0;
18859
0
        for (int dock_remap_n = 0; dock_remap_n < node_remap_pairs.Size; dock_remap_n += 2)
18860
0
            if (node_remap_pairs[dock_remap_n] == src_dock_id)
18861
0
            {
18862
0
                dst_dock_id = node_remap_pairs[dock_remap_n + 1];
18863
                //node_remap_pairs[dock_remap_n] = node_remap_pairs[dock_remap_n + 1] = 0; // Clear
18864
0
                break;
18865
0
            }
18866
18867
0
        if (dst_dock_id != 0)
18868
0
        {
18869
            // Docked windows gets redocked into the new node hierarchy.
18870
0
            IMGUI_DEBUG_LOG_DOCKING("[docking] Remap live window '%s' 0x%08X -> '%s' 0x%08X\n", src_window_name, src_dock_id, dst_window_name, dst_dock_id);
18871
0
            DockBuilderDockWindow(dst_window_name, dst_dock_id);
18872
0
        }
18873
0
        else
18874
0
        {
18875
            // Floating windows gets their settings transferred (regardless of whether the new window already exist or not)
18876
            // When this is leading to a Copy and not a Move, we would get two overlapping floating windows. Could we possibly dock them together?
18877
0
            IMGUI_DEBUG_LOG_DOCKING("[docking] Remap window settings '%s' -> '%s'\n", src_window_name, dst_window_name);
18878
0
            DockBuilderCopyWindowSettings(src_window_name, dst_window_name);
18879
0
        }
18880
0
    }
18881
18882
    // Anything else in the source nodes of 'node_remap_pairs' are windows that are not included in the remapping list.
18883
    // Find those windows and move to them to the cloned dock node. This may be optional?
18884
    // Dock those are a second step as undocking would invalidate source dock nodes.
18885
0
    struct DockRemainingWindowTask { ImGuiWindow* Window; ImGuiID DockId; DockRemainingWindowTask(ImGuiWindow* window, ImGuiID dock_id) { Window = window; DockId = dock_id; } };
18886
0
    ImVector<DockRemainingWindowTask> dock_remaining_windows;
18887
0
    for (int dock_remap_n = 0; dock_remap_n < node_remap_pairs.Size; dock_remap_n += 2)
18888
0
        if (ImGuiID src_dock_id = node_remap_pairs[dock_remap_n])
18889
0
        {
18890
0
            ImGuiID dst_dock_id = node_remap_pairs[dock_remap_n + 1];
18891
0
            ImGuiDockNode* node = DockBuilderGetNode(src_dock_id);
18892
0
            for (int window_n = 0; window_n < node->Windows.Size; window_n++)
18893
0
            {
18894
0
                ImGuiWindow* window = node->Windows[window_n];
18895
0
                if (src_windows.contains(window->ID))
18896
0
                    continue;
18897
18898
                // Docked windows gets redocked into the new node hierarchy.
18899
0
                IMGUI_DEBUG_LOG_DOCKING("[docking] Remap window '%s' %08X -> %08X\n", window->Name, src_dock_id, dst_dock_id);
18900
0
                dock_remaining_windows.push_back(DockRemainingWindowTask(window, dst_dock_id));
18901
0
            }
18902
0
        }
18903
0
    for (const DockRemainingWindowTask& task : dock_remaining_windows)
18904
0
        DockBuilderDockWindow(task.Window->Name, task.DockId);
18905
0
}
18906
18907
// FIXME-DOCK: This is awkward because in series of split user is likely to loose access to its root node.
18908
void ImGui::DockBuilderFinish(ImGuiID root_id)
18909
0
{
18910
0
    ImGuiContext& g = *GImGui;
18911
    //DockContextRebuild(&g);
18912
0
    DockContextBuildAddWindowsToNodes(&g, root_id);
18913
0
}
18914
18915
//-----------------------------------------------------------------------------
18916
// Docking: Begin/End Support Functions (called from Begin/End)
18917
//-----------------------------------------------------------------------------
18918
// - GetWindowAlwaysWantOwnTabBar()
18919
// - DockContextBindNodeToWindow()
18920
// - BeginDocked()
18921
// - BeginDockableDragDropSource()
18922
// - BeginDockableDragDropTarget()
18923
//-----------------------------------------------------------------------------
18924
18925
bool ImGui::GetWindowAlwaysWantOwnTabBar(ImGuiWindow* window)
18926
0
{
18927
0
    ImGuiContext& g = *GImGui;
18928
0
    if (g.IO.ConfigDockingAlwaysTabBar || window->WindowClass.DockingAlwaysTabBar)
18929
0
        if ((window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoDocking)) == 0)
18930
0
            if (!window->IsFallbackWindow)    // We don't support AlwaysTabBar on the fallback/implicit window to avoid unused dock-node overhead/noise
18931
0
                return true;
18932
0
    return false;
18933
0
}
18934
18935
static ImGuiDockNode* ImGui::DockContextBindNodeToWindow(ImGuiContext* ctx, ImGuiWindow* window)
18936
0
{
18937
0
    ImGuiContext& g = *ctx;
18938
0
    ImGuiDockNode* node = DockContextFindNodeByID(ctx, window->DockId);
18939
0
    IM_ASSERT(window->DockNode == NULL);
18940
18941
    // We should not be docking into a split node (SetWindowDock should avoid this)
18942
0
    if (node && node->IsSplitNode())
18943
0
    {
18944
0
        DockContextProcessUndockWindow(ctx, window);
18945
0
        return NULL;
18946
0
    }
18947
18948
    // Create node
18949
0
    if (node == NULL)
18950
0
    {
18951
0
        node = DockContextAddNode(ctx, window->DockId);
18952
0
        node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Window;
18953
0
        node->LastFrameAlive = g.FrameCount;
18954
0
    }
18955
18956
    // If the node just turned visible and is part of a hierarchy, it doesn't have a Size assigned by DockNodeTreeUpdatePosSize() yet,
18957
    // so we're forcing a Pos/Size update from the first ancestor that is already visible (often it will be the root node).
18958
    // If we don't do this, the window will be assigned a zero-size on its first frame, which won't ideally warm up the layout.
18959
    // This is a little wonky because we don't normally update the Pos/Size of visible node mid-frame.
18960
0
    if (!node->IsVisible)
18961
0
    {
18962
0
        ImGuiDockNode* ancestor_node = node;
18963
0
        while (!ancestor_node->IsVisible && ancestor_node->ParentNode)
18964
0
            ancestor_node = ancestor_node->ParentNode;
18965
0
        IM_ASSERT(ancestor_node->Size.x > 0.0f && ancestor_node->Size.y > 0.0f);
18966
0
        DockNodeUpdateHasCentralNodeChild(DockNodeGetRootNode(ancestor_node));
18967
0
        DockNodeTreeUpdatePosSize(ancestor_node, ancestor_node->Pos, ancestor_node->Size, node);
18968
0
    }
18969
18970
    // Add window to node
18971
0
    bool node_was_visible = node->IsVisible;
18972
0
    DockNodeAddWindow(node, window, true);
18973
0
    node->IsVisible = node_was_visible; // Don't mark visible right away (so DockContextEndFrame() doesn't render it, maybe other side effects? will see)
18974
0
    IM_ASSERT(node == window->DockNode);
18975
0
    return node;
18976
0
}
18977
18978
void ImGui::BeginDocked(ImGuiWindow* window, bool* p_open)
18979
0
{
18980
0
    ImGuiContext& g = *GImGui;
18981
18982
    // Clear fields ahead so most early-out paths don't have to do it
18983
0
    window->DockIsActive = window->DockNodeIsVisible = window->DockTabIsVisible = false;
18984
18985
0
    const bool auto_dock_node = GetWindowAlwaysWantOwnTabBar(window);
18986
0
    if (auto_dock_node)
18987
0
    {
18988
0
        if (window->DockId == 0)
18989
0
        {
18990
0
            IM_ASSERT(window->DockNode == NULL);
18991
0
            window->DockId = DockContextGenNodeID(&g);
18992
0
        }
18993
0
    }
18994
0
    else
18995
0
    {
18996
        // Calling SetNextWindowPos() undock windows by default (by setting PosUndock)
18997
0
        bool want_undock = false;
18998
0
        want_undock |= (window->Flags & ImGuiWindowFlags_NoDocking) != 0;
18999
0
        want_undock |= (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) && (window->SetWindowPosAllowFlags & g.NextWindowData.PosCond) && g.NextWindowData.PosUndock;
19000
0
        if (want_undock)
19001
0
        {
19002
0
            DockContextProcessUndockWindow(&g, window);
19003
0
            return;
19004
0
        }
19005
0
    }
19006
19007
    // Bind to our dock node
19008
0
    ImGuiDockNode* node = window->DockNode;
19009
0
    if (node != NULL)
19010
0
        IM_ASSERT(window->DockId == node->ID);
19011
0
    if (window->DockId != 0 && node == NULL)
19012
0
    {
19013
0
        node = DockContextBindNodeToWindow(&g, window);
19014
0
        if (node == NULL)
19015
0
            return;
19016
0
    }
19017
19018
#if 0
19019
    // Undock if the ImGuiDockNodeFlags_NoDockingInCentralNode got set
19020
    if (node->IsCentralNode && (node->Flags & ImGuiDockNodeFlags_NoDockingInCentralNode))
19021
    {
19022
        DockContextProcessUndockWindow(ctx, window);
19023
        return;
19024
    }
19025
#endif
19026
19027
    // Undock if our dockspace node disappeared
19028
    // Note how we are testing for LastFrameAlive and NOT LastFrameActive. A DockSpace node can be maintained alive while being inactive with ImGuiDockNodeFlags_KeepAliveOnly.
19029
0
    if (node->LastFrameAlive < g.FrameCount)
19030
0
    {
19031
        // If the window has been orphaned, transition the docknode to an implicit node processed in DockContextNewFrameUpdateDocking()
19032
0
        ImGuiDockNode* root_node = DockNodeGetRootNode(node);
19033
0
        if (root_node->LastFrameAlive < g.FrameCount)
19034
0
            DockContextProcessUndockWindow(&g, window);
19035
0
        else
19036
0
            window->DockIsActive = true;
19037
0
        return;
19038
0
    }
19039
19040
    // Store style overrides
19041
0
    for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++)
19042
0
        window->DockStyle.Colors[color_n] = ColorConvertFloat4ToU32(g.Style.Colors[GWindowDockStyleColors[color_n]]);
19043
19044
    // Fast path return. It is common for windows to hold on a persistent DockId but be the only visible window,
19045
    // and never create neither a host window neither a tab bar.
19046
    // FIXME-DOCK: replace ->HostWindow NULL compare with something more explicit (~was initially intended as a first frame test)
19047
0
    if (node->HostWindow == NULL)
19048
0
    {
19049
0
        if (node->State == ImGuiDockNodeState_HostWindowHiddenBecauseWindowsAreResizing)
19050
0
            window->DockIsActive = true;
19051
0
        if (node->Windows.Size > 1 && window->Appearing) // Only hide appearing window
19052
0
            DockNodeHideWindowDuringHostWindowCreation(window);
19053
0
        return;
19054
0
    }
19055
19056
    // We can have zero-sized nodes (e.g. children of a small-size dockspace)
19057
0
    IM_ASSERT(node->HostWindow);
19058
0
    IM_ASSERT(node->IsLeafNode());
19059
0
    IM_ASSERT(node->Size.x >= 0.0f && node->Size.y >= 0.0f);
19060
0
    node->State = ImGuiDockNodeState_HostWindowVisible;
19061
19062
    // Undock if we are submitted earlier than the host window
19063
0
    if (!(node->MergedFlags & ImGuiDockNodeFlags_KeepAliveOnly) && window->BeginOrderWithinContext < node->HostWindow->BeginOrderWithinContext)
19064
0
    {
19065
0
        DockContextProcessUndockWindow(&g, window);
19066
0
        return;
19067
0
    }
19068
19069
    // Position/Size window
19070
0
    SetNextWindowPos(node->Pos);
19071
0
    SetNextWindowSize(node->Size);
19072
0
    g.NextWindowData.PosUndock = false; // Cancel implicit undocking of SetNextWindowPos()
19073
0
    window->DockIsActive = true;
19074
0
    window->DockNodeIsVisible = true;
19075
0
    window->DockTabIsVisible = false;
19076
0
    if (node->MergedFlags & ImGuiDockNodeFlags_KeepAliveOnly)
19077
0
        return;
19078
19079
    // When the window is selected we mark it as visible.
19080
0
    if (node->VisibleWindow == window)
19081
0
        window->DockTabIsVisible = true;
19082
19083
    // Update window flag
19084
0
    IM_ASSERT((window->Flags & ImGuiWindowFlags_ChildWindow) == 0);
19085
0
    window->Flags |= ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoResize;
19086
0
    window->ChildFlags |= ImGuiChildFlags_AlwaysUseWindowPadding;
19087
0
    if (node->IsHiddenTabBar() || node->IsNoTabBar())
19088
0
        window->Flags |= ImGuiWindowFlags_NoTitleBar;
19089
0
    else
19090
0
        window->Flags &= ~ImGuiWindowFlags_NoTitleBar;      // Clear the NoTitleBar flag in case the user set it: confusingly enough we need a title bar height so we are correctly offset, but it won't be displayed!
19091
19092
    // Save new dock order only if the window has been visible once already
19093
    // This allows multiple windows to be created in the same frame and have their respective dock orders preserved.
19094
0
    if (node->TabBar && window->WasActive)
19095
0
        window->DockOrder = (short)DockNodeGetTabOrder(window);
19096
19097
0
    if ((node->WantCloseAll || node->WantCloseTabId == window->TabId) && p_open != NULL)
19098
0
        *p_open = false;
19099
19100
    // Update ChildId to allow returning from Child to Parent with Escape
19101
0
    ImGuiWindow* parent_window = window->DockNode->HostWindow;
19102
0
    window->ChildId = parent_window->GetID(window->Name);
19103
0
}
19104
19105
void ImGui::BeginDockableDragDropSource(ImGuiWindow* window)
19106
0
{
19107
0
    ImGuiContext& g = *GImGui;
19108
0
    IM_ASSERT(g.ActiveId == window->MoveId);
19109
0
    IM_ASSERT(g.MovingWindow == window);
19110
0
    IM_ASSERT(g.CurrentWindow == window);
19111
19112
    // 0: Hold SHIFT to disable docking, 1: Hold SHIFT to enable docking.
19113
0
    if (g.IO.ConfigDockingWithShift != g.IO.KeyShift)
19114
0
    {
19115
        // When ConfigDockingWithShift is set, display a tooltip to increase UI affordance.
19116
        // We cannot set for HoveredWindowUnderMovingWindow != NULL here, as it is only valid/useful when drag and drop is already active
19117
        // (because of the 'is_mouse_dragging_with_an_expected_destination' logic in UpdateViewportsNewFrame() function)
19118
0
        if (g.IO.ConfigDockingWithShift && g.MouseStationaryTimer >= 1.0f && g.ActiveId >= 1.0f)
19119
0
            SetTooltip("%s", LocalizeGetMsg(ImGuiLocKey_DockingHoldShiftToDock));
19120
0
        return;
19121
0
    }
19122
19123
0
    g.LastItemData.ID = window->MoveId;
19124
0
    window = window->RootWindowDockTree;
19125
0
    IM_ASSERT((window->Flags & ImGuiWindowFlags_NoDocking) == 0);
19126
0
    bool is_drag_docking = (g.IO.ConfigDockingWithShift) || ImRect(0, 0, window->SizeFull.x, GetFrameHeight()).Contains(g.ActiveIdClickOffset); // FIXME-DOCKING: Need to make this stateful and explicit
19127
0
    if (is_drag_docking && BeginDragDropSource(ImGuiDragDropFlags_SourceNoPreviewTooltip | ImGuiDragDropFlags_SourceNoHoldToOpenOthers | ImGuiDragDropFlags_SourceAutoExpirePayload))
19128
0
    {
19129
0
        SetDragDropPayload(IMGUI_PAYLOAD_TYPE_WINDOW, &window, sizeof(window));
19130
0
        EndDragDropSource();
19131
19132
        // Store style overrides
19133
0
        for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++)
19134
0
            window->DockStyle.Colors[color_n] = ColorConvertFloat4ToU32(g.Style.Colors[GWindowDockStyleColors[color_n]]);
19135
0
    }
19136
0
}
19137
19138
void ImGui::BeginDockableDragDropTarget(ImGuiWindow* window)
19139
0
{
19140
0
    ImGuiContext& g = *GImGui;
19141
19142
    //IM_ASSERT(window->RootWindowDockTree == window); // May also be a DockSpace
19143
0
    IM_ASSERT((window->Flags & ImGuiWindowFlags_NoDocking) == 0);
19144
0
    if (!g.DragDropActive)
19145
0
        return;
19146
    //GetForegroundDrawList(window)->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255));
19147
0
    if (!BeginDragDropTargetCustom(window->Rect(), window->ID))
19148
0
        return;
19149
19150
    // Peek into the payload before calling AcceptDragDropPayload() so we can handle overlapping dock nodes with filtering
19151
    // (this is a little unusual pattern, normally most code would call AcceptDragDropPayload directly)
19152
0
    const ImGuiPayload* payload = &g.DragDropPayload;
19153
0
    if (!payload->IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW) || !DockNodeIsDropAllowed(window, *(ImGuiWindow**)payload->Data))
19154
0
    {
19155
0
        EndDragDropTarget();
19156
0
        return;
19157
0
    }
19158
19159
0
    ImGuiWindow* payload_window = *(ImGuiWindow**)payload->Data;
19160
0
    if (AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_WINDOW, ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect))
19161
0
    {
19162
        // Select target node
19163
        // (Important: we cannot use g.HoveredDockNode here! Because each of our target node have filters based on payload, each candidate drop target will do its own evaluation)
19164
0
        bool dock_into_floating_window = false;
19165
0
        ImGuiDockNode* node = NULL;
19166
0
        if (window->DockNodeAsHost)
19167
0
        {
19168
            // Cannot assume that node will != NULL even though we passed the rectangle test: it depends on padding/spacing handled by DockNodeTreeFindVisibleNodeByPos().
19169
0
            node = DockNodeTreeFindVisibleNodeByPos(window->DockNodeAsHost, g.IO.MousePos);
19170
19171
            // There is an edge case when docking into a dockspace which only has _inactive_ nodes (because none of the windows are active)
19172
            // In this case we need to fallback into any leaf mode, possibly the central node.
19173
            // FIXME-20181220: We should not have to test for IsLeafNode() here but we have another bug to fix first.
19174
0
            if (node && node->IsDockSpace() && node->IsRootNode())
19175
0
                node = (node->CentralNode && node->IsLeafNode()) ? node->CentralNode : DockNodeTreeFindFallbackLeafNode(node);
19176
0
        }
19177
0
        else
19178
0
        {
19179
0
            if (window->DockNode)
19180
0
                node = window->DockNode;
19181
0
            else
19182
0
                dock_into_floating_window = true; // Dock into a regular window
19183
0
        }
19184
19185
0
        const ImRect explicit_target_rect = (node && node->TabBar && !node->IsHiddenTabBar() && !node->IsNoTabBar()) ? node->TabBar->BarRect : ImRect(window->Pos, window->Pos + ImVec2(window->Size.x, GetFrameHeight()));
19186
0
        const bool is_explicit_target = g.IO.ConfigDockingWithShift || IsMouseHoveringRect(explicit_target_rect.Min, explicit_target_rect.Max);
19187
19188
        // Preview docking request and find out split direction/ratio
19189
        //const bool do_preview = true;     // Ignore testing for payload->IsPreview() which removes one frame of delay, but breaks overlapping drop targets within the same window.
19190
0
        const bool do_preview = payload->IsPreview() || payload->IsDelivery();
19191
0
        if (do_preview && (node != NULL || dock_into_floating_window))
19192
0
        {
19193
            // If we have a non-leaf node it means we are hovering the border of a parent node, in which case only outer markers will appear.
19194
0
            ImGuiDockPreviewData split_inner;
19195
0
            ImGuiDockPreviewData split_outer;
19196
0
            ImGuiDockPreviewData* split_data = &split_inner;
19197
0
            if (node && (node->ParentNode || node->IsCentralNode() || !node->IsLeafNode()))
19198
0
                if (ImGuiDockNode* root_node = DockNodeGetRootNode(node))
19199
0
                {
19200
0
                    DockNodePreviewDockSetup(window, root_node, payload_window, NULL, &split_outer, is_explicit_target, true);
19201
0
                    if (split_outer.IsSplitDirExplicit)
19202
0
                        split_data = &split_outer;
19203
0
                }
19204
0
            if (!node || node->IsLeafNode())
19205
0
                DockNodePreviewDockSetup(window, node, payload_window, NULL, &split_inner, is_explicit_target, false);
19206
0
            if (split_data == &split_outer)
19207
0
                split_inner.IsDropAllowed = false;
19208
19209
            // Draw inner then outer, so that previewed tab (in inner data) will be behind the outer drop boxes
19210
0
            DockNodePreviewDockRender(window, node, payload_window, &split_inner);
19211
0
            DockNodePreviewDockRender(window, node, payload_window, &split_outer);
19212
19213
            // Queue docking request
19214
0
            if (split_data->IsDropAllowed && payload->IsDelivery())
19215
0
                DockContextQueueDock(&g, window, split_data->SplitNode, payload_window, split_data->SplitDir, split_data->SplitRatio, split_data == &split_outer);
19216
0
        }
19217
0
    }
19218
0
    EndDragDropTarget();
19219
0
}
19220
19221
//-----------------------------------------------------------------------------
19222
// Docking: Settings
19223
//-----------------------------------------------------------------------------
19224
// - DockSettingsRenameNodeReferences()
19225
// - DockSettingsRemoveNodeReferences()
19226
// - DockSettingsFindNodeSettings()
19227
// - DockSettingsHandler_ApplyAll()
19228
// - DockSettingsHandler_ReadOpen()
19229
// - DockSettingsHandler_ReadLine()
19230
// - DockSettingsHandler_DockNodeToSettings()
19231
// - DockSettingsHandler_WriteAll()
19232
//-----------------------------------------------------------------------------
19233
19234
static void ImGui::DockSettingsRenameNodeReferences(ImGuiID old_node_id, ImGuiID new_node_id)
19235
0
{
19236
0
    ImGuiContext& g = *GImGui;
19237
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockSettingsRenameNodeReferences: from 0x%08X -> to 0x%08X\n", old_node_id, new_node_id);
19238
0
    for (int window_n = 0; window_n < g.Windows.Size; window_n++)
19239
0
    {
19240
0
        ImGuiWindow* window = g.Windows[window_n];
19241
0
        if (window->DockId == old_node_id && window->DockNode == NULL)
19242
0
            window->DockId = new_node_id;
19243
0
    }
19244
    //// FIXME-OPT: We could remove this loop by storing the index in the map
19245
0
    for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
19246
0
        if (settings->DockId == old_node_id)
19247
0
            settings->DockId = new_node_id;
19248
0
}
19249
19250
// Remove references stored in ImGuiWindowSettings to the given ImGuiDockNodeSettings
19251
static void ImGui::DockSettingsRemoveNodeReferences(ImGuiID* node_ids, int node_ids_count)
19252
0
{
19253
0
    ImGuiContext& g = *GImGui;
19254
0
    int found = 0;
19255
    //// FIXME-OPT: We could remove this loop by storing the index in the map
19256
0
    for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
19257
0
        for (int node_n = 0; node_n < node_ids_count; node_n++)
19258
0
            if (settings->DockId == node_ids[node_n])
19259
0
            {
19260
0
                settings->DockId = 0;
19261
0
                settings->DockOrder = -1;
19262
0
                if (++found < node_ids_count)
19263
0
                    break;
19264
0
                return;
19265
0
            }
19266
0
}
19267
19268
static ImGuiDockNodeSettings* ImGui::DockSettingsFindNodeSettings(ImGuiContext* ctx, ImGuiID id)
19269
0
{
19270
    // FIXME-OPT
19271
0
    ImGuiDockContext* dc = &ctx->DockContext;
19272
0
    for (int n = 0; n < dc->NodesSettings.Size; n++)
19273
0
        if (dc->NodesSettings[n].ID == id)
19274
0
            return &dc->NodesSettings[n];
19275
0
    return NULL;
19276
0
}
19277
19278
// Clear settings data
19279
static void ImGui::DockSettingsHandler_ClearAll(ImGuiContext* ctx, ImGuiSettingsHandler*)
19280
0
{
19281
0
    ImGuiDockContext* dc = &ctx->DockContext;
19282
0
    dc->NodesSettings.clear();
19283
0
    DockContextClearNodes(ctx, 0, true);
19284
0
}
19285
19286
// Recreate nodes based on settings data
19287
static void ImGui::DockSettingsHandler_ApplyAll(ImGuiContext* ctx, ImGuiSettingsHandler*)
19288
0
{
19289
    // Prune settings at boot time only
19290
0
    ImGuiDockContext* dc = &ctx->DockContext;
19291
0
    if (ctx->Windows.Size == 0)
19292
0
        DockContextPruneUnusedSettingsNodes(ctx);
19293
0
    DockContextBuildNodesFromSettings(ctx, dc->NodesSettings.Data, dc->NodesSettings.Size);
19294
0
    DockContextBuildAddWindowsToNodes(ctx, 0);
19295
0
}
19296
19297
static void* ImGui::DockSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name)
19298
0
{
19299
0
    if (strcmp(name, "Data") != 0)
19300
0
        return NULL;
19301
0
    return (void*)1;
19302
0
}
19303
19304
static void ImGui::DockSettingsHandler_ReadLine(ImGuiContext* ctx, ImGuiSettingsHandler*, void*, const char* line)
19305
0
{
19306
0
    char c = 0;
19307
0
    int x = 0, y = 0;
19308
0
    int r = 0;
19309
19310
    // Parsing, e.g.
19311
    // " DockNode   ID=0x00000001 Pos=383,193 Size=201,322 Split=Y,0.506 "
19312
    // "   DockNode ID=0x00000002 Parent=0x00000001 "
19313
    // Important: this code expect currently fields in a fixed order.
19314
0
    ImGuiDockNodeSettings node;
19315
0
    line = ImStrSkipBlank(line);
19316
0
    if      (strncmp(line, "DockNode", 8) == 0)  { line = ImStrSkipBlank(line + strlen("DockNode")); }
19317
0
    else if (strncmp(line, "DockSpace", 9) == 0) { line = ImStrSkipBlank(line + strlen("DockSpace")); node.Flags |= ImGuiDockNodeFlags_DockSpace; }
19318
0
    else return;
19319
0
    if (sscanf(line, "ID=0x%08X%n",      &node.ID, &r) == 1)            { line += r; } else return;
19320
0
    if (sscanf(line, " Parent=0x%08X%n", &node.ParentNodeId, &r) == 1)  { line += r; if (node.ParentNodeId == 0) return; }
19321
0
    if (sscanf(line, " Window=0x%08X%n", &node.ParentWindowId, &r) ==1) { line += r; if (node.ParentWindowId == 0) return; }
19322
0
    if (node.ParentNodeId == 0)
19323
0
    {
19324
0
        if (sscanf(line, " Pos=%i,%i%n",  &x, &y, &r) == 2)         { line += r; node.Pos = ImVec2ih((short)x, (short)y); } else return;
19325
0
        if (sscanf(line, " Size=%i,%i%n", &x, &y, &r) == 2)         { line += r; node.Size = ImVec2ih((short)x, (short)y); } else return;
19326
0
    }
19327
0
    else
19328
0
    {
19329
0
        if (sscanf(line, " SizeRef=%i,%i%n", &x, &y, &r) == 2)      { line += r; node.SizeRef = ImVec2ih((short)x, (short)y); }
19330
0
    }
19331
0
    if (sscanf(line, " Split=%c%n", &c, &r) == 1)                   { line += r; if (c == 'X') node.SplitAxis = ImGuiAxis_X; else if (c == 'Y') node.SplitAxis = ImGuiAxis_Y; }
19332
0
    if (sscanf(line, " NoResize=%d%n", &x, &r) == 1)                { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoResize; }
19333
0
    if (sscanf(line, " CentralNode=%d%n", &x, &r) == 1)             { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_CentralNode; }
19334
0
    if (sscanf(line, " NoTabBar=%d%n", &x, &r) == 1)                { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoTabBar; }
19335
0
    if (sscanf(line, " HiddenTabBar=%d%n", &x, &r) == 1)            { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_HiddenTabBar; }
19336
0
    if (sscanf(line, " NoWindowMenuButton=%d%n", &x, &r) == 1)      { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoWindowMenuButton; }
19337
0
    if (sscanf(line, " NoCloseButton=%d%n", &x, &r) == 1)           { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoCloseButton; }
19338
0
    if (sscanf(line, " Selected=0x%08X%n", &node.SelectedTabId,&r) == 1) { line += r; }
19339
0
    if (node.ParentNodeId != 0)
19340
0
        if (ImGuiDockNodeSettings* parent_settings = DockSettingsFindNodeSettings(ctx, node.ParentNodeId))
19341
0
            node.Depth = parent_settings->Depth + 1;
19342
0
    ctx->DockContext.NodesSettings.push_back(node);
19343
0
}
19344
19345
static void DockSettingsHandler_DockNodeToSettings(ImGuiDockContext* dc, ImGuiDockNode* node, int depth)
19346
0
{
19347
0
    ImGuiDockNodeSettings node_settings;
19348
0
    IM_ASSERT(depth < (1 << (sizeof(node_settings.Depth) << 3)));
19349
0
    node_settings.ID = node->ID;
19350
0
    node_settings.ParentNodeId = node->ParentNode ? node->ParentNode->ID : 0;
19351
0
    node_settings.ParentWindowId = (node->IsDockSpace() && node->HostWindow && node->HostWindow->ParentWindow) ? node->HostWindow->ParentWindow->ID : 0;
19352
0
    node_settings.SelectedTabId = node->SelectedTabId;
19353
0
    node_settings.SplitAxis = (signed char)(node->IsSplitNode() ? node->SplitAxis : ImGuiAxis_None);
19354
0
    node_settings.Depth = (char)depth;
19355
0
    node_settings.Flags = (node->LocalFlags & ImGuiDockNodeFlags_SavedFlagsMask_);
19356
0
    node_settings.Pos = ImVec2ih(node->Pos);
19357
0
    node_settings.Size = ImVec2ih(node->Size);
19358
0
    node_settings.SizeRef = ImVec2ih(node->SizeRef);
19359
0
    dc->NodesSettings.push_back(node_settings);
19360
0
    if (node->ChildNodes[0])
19361
0
        DockSettingsHandler_DockNodeToSettings(dc, node->ChildNodes[0], depth + 1);
19362
0
    if (node->ChildNodes[1])
19363
0
        DockSettingsHandler_DockNodeToSettings(dc, node->ChildNodes[1], depth + 1);
19364
0
}
19365
19366
static void ImGui::DockSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf)
19367
0
{
19368
0
    ImGuiContext& g = *ctx;
19369
0
    ImGuiDockContext* dc = &ctx->DockContext;
19370
0
    if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable))
19371
0
        return;
19372
19373
    // Gather settings data
19374
    // (unlike our windows settings, because nodes are always built we can do a full rewrite of the SettingsNode buffer)
19375
0
    dc->NodesSettings.resize(0);
19376
0
    dc->NodesSettings.reserve(dc->Nodes.Data.Size);
19377
0
    for (int n = 0; n < dc->Nodes.Data.Size; n++)
19378
0
        if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
19379
0
            if (node->IsRootNode())
19380
0
                DockSettingsHandler_DockNodeToSettings(dc, node, 0);
19381
19382
0
    int max_depth = 0;
19383
0
    for (int node_n = 0; node_n < dc->NodesSettings.Size; node_n++)
19384
0
        max_depth = ImMax((int)dc->NodesSettings[node_n].Depth, max_depth);
19385
19386
    // Write to text buffer
19387
0
    buf->appendf("[%s][Data]\n", handler->TypeName);
19388
0
    for (int node_n = 0; node_n < dc->NodesSettings.Size; node_n++)
19389
0
    {
19390
0
        const int line_start_pos = buf->size(); (void)line_start_pos;
19391
0
        const ImGuiDockNodeSettings* node_settings = &dc->NodesSettings[node_n];
19392
0
        buf->appendf("%*s%s%*s", node_settings->Depth * 2, "", (node_settings->Flags & ImGuiDockNodeFlags_DockSpace) ? "DockSpace" : "DockNode ", (max_depth - node_settings->Depth) * 2, "");  // Text align nodes to facilitate looking at .ini file
19393
0
        buf->appendf(" ID=0x%08X", node_settings->ID);
19394
0
        if (node_settings->ParentNodeId)
19395
0
        {
19396
0
            buf->appendf(" Parent=0x%08X SizeRef=%d,%d", node_settings->ParentNodeId, node_settings->SizeRef.x, node_settings->SizeRef.y);
19397
0
        }
19398
0
        else
19399
0
        {
19400
0
            if (node_settings->ParentWindowId)
19401
0
                buf->appendf(" Window=0x%08X", node_settings->ParentWindowId);
19402
0
            buf->appendf(" Pos=%d,%d Size=%d,%d", node_settings->Pos.x, node_settings->Pos.y, node_settings->Size.x, node_settings->Size.y);
19403
0
        }
19404
0
        if (node_settings->SplitAxis != ImGuiAxis_None)
19405
0
            buf->appendf(" Split=%c", (node_settings->SplitAxis == ImGuiAxis_X) ? 'X' : 'Y');
19406
0
        if (node_settings->Flags & ImGuiDockNodeFlags_NoResize)
19407
0
            buf->appendf(" NoResize=1");
19408
0
        if (node_settings->Flags & ImGuiDockNodeFlags_CentralNode)
19409
0
            buf->appendf(" CentralNode=1");
19410
0
        if (node_settings->Flags & ImGuiDockNodeFlags_NoTabBar)
19411
0
            buf->appendf(" NoTabBar=1");
19412
0
        if (node_settings->Flags & ImGuiDockNodeFlags_HiddenTabBar)
19413
0
            buf->appendf(" HiddenTabBar=1");
19414
0
        if (node_settings->Flags & ImGuiDockNodeFlags_NoWindowMenuButton)
19415
0
            buf->appendf(" NoWindowMenuButton=1");
19416
0
        if (node_settings->Flags & ImGuiDockNodeFlags_NoCloseButton)
19417
0
            buf->appendf(" NoCloseButton=1");
19418
0
        if (node_settings->SelectedTabId)
19419
0
            buf->appendf(" Selected=0x%08X", node_settings->SelectedTabId);
19420
19421
        // [DEBUG] Include comments in the .ini file to ease debugging (this makes saving slower!)
19422
0
        if (g.IO.ConfigDebugIniSettings)
19423
0
            if (ImGuiDockNode* node = DockContextFindNodeByID(ctx, node_settings->ID))
19424
0
            {
19425
0
                buf->appendf("%*s", ImMax(2, (line_start_pos + 92) - buf->size()), "");     // Align everything
19426
0
                if (node->IsDockSpace() && node->HostWindow && node->HostWindow->ParentWindow)
19427
0
                    buf->appendf(" ; in '%s'", node->HostWindow->ParentWindow->Name);
19428
                // Iterate settings so we can give info about windows that didn't exist during the session.
19429
0
                int contains_window = 0;
19430
0
                for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
19431
0
                    if (settings->DockId == node_settings->ID)
19432
0
                    {
19433
0
                        if (contains_window++ == 0)
19434
0
                            buf->appendf(" ; contains ");
19435
0
                        buf->appendf("'%s' ", settings->GetName());
19436
0
                    }
19437
0
            }
19438
19439
0
        buf->appendf("\n");
19440
0
    }
19441
0
    buf->appendf("\n");
19442
0
}
19443
19444
19445
//-----------------------------------------------------------------------------
19446
// [SECTION] PLATFORM DEPENDENT HELPERS
19447
//-----------------------------------------------------------------------------
19448
19449
#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS)
19450
19451
#ifdef _MSC_VER
19452
#pragma comment(lib, "user32")
19453
#pragma comment(lib, "kernel32")
19454
#endif
19455
19456
// Win32 clipboard implementation
19457
// We use g.ClipboardHandlerData for temporary storage to ensure it is freed on Shutdown()
19458
static const char* GetClipboardTextFn_DefaultImpl(void* user_data_ctx)
19459
{
19460
    ImGuiContext& g = *(ImGuiContext*)user_data_ctx;
19461
    g.ClipboardHandlerData.clear();
19462
    if (!::OpenClipboard(NULL))
19463
        return NULL;
19464
    HANDLE wbuf_handle = ::GetClipboardData(CF_UNICODETEXT);
19465
    if (wbuf_handle == NULL)
19466
    {
19467
        ::CloseClipboard();
19468
        return NULL;
19469
    }
19470
    if (const WCHAR* wbuf_global = (const WCHAR*)::GlobalLock(wbuf_handle))
19471
    {
19472
        int buf_len = ::WideCharToMultiByte(CP_UTF8, 0, wbuf_global, -1, NULL, 0, NULL, NULL);
19473
        g.ClipboardHandlerData.resize(buf_len);
19474
        ::WideCharToMultiByte(CP_UTF8, 0, wbuf_global, -1, g.ClipboardHandlerData.Data, buf_len, NULL, NULL);
19475
    }
19476
    ::GlobalUnlock(wbuf_handle);
19477
    ::CloseClipboard();
19478
    return g.ClipboardHandlerData.Data;
19479
}
19480
19481
static void SetClipboardTextFn_DefaultImpl(void*, const char* text)
19482
{
19483
    if (!::OpenClipboard(NULL))
19484
        return;
19485
    const int wbuf_length = ::MultiByteToWideChar(CP_UTF8, 0, text, -1, NULL, 0);
19486
    HGLOBAL wbuf_handle = ::GlobalAlloc(GMEM_MOVEABLE, (SIZE_T)wbuf_length * sizeof(WCHAR));
19487
    if (wbuf_handle == NULL)
19488
    {
19489
        ::CloseClipboard();
19490
        return;
19491
    }
19492
    WCHAR* wbuf_global = (WCHAR*)::GlobalLock(wbuf_handle);
19493
    ::MultiByteToWideChar(CP_UTF8, 0, text, -1, wbuf_global, wbuf_length);
19494
    ::GlobalUnlock(wbuf_handle);
19495
    ::EmptyClipboard();
19496
    if (::SetClipboardData(CF_UNICODETEXT, wbuf_handle) == NULL)
19497
        ::GlobalFree(wbuf_handle);
19498
    ::CloseClipboard();
19499
}
19500
19501
#elif defined(__APPLE__) && TARGET_OS_OSX && defined(IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS)
19502
19503
#include <Carbon/Carbon.h>  // Use old API to avoid need for separate .mm file
19504
static PasteboardRef main_clipboard = 0;
19505
19506
// OSX clipboard implementation
19507
// If you enable this you will need to add '-framework ApplicationServices' to your linker command-line!
19508
static void SetClipboardTextFn_DefaultImpl(void*, const char* text)
19509
{
19510
    if (!main_clipboard)
19511
        PasteboardCreate(kPasteboardClipboard, &main_clipboard);
19512
    PasteboardClear(main_clipboard);
19513
    CFDataRef cf_data = CFDataCreate(kCFAllocatorDefault, (const UInt8*)text, strlen(text));
19514
    if (cf_data)
19515
    {
19516
        PasteboardPutItemFlavor(main_clipboard, (PasteboardItemID)1, CFSTR("public.utf8-plain-text"), cf_data, 0);
19517
        CFRelease(cf_data);
19518
    }
19519
}
19520
19521
static const char* GetClipboardTextFn_DefaultImpl(void* user_data_ctx)
19522
{
19523
    ImGuiContext& g = *(ImGuiContext*)user_data_ctx;
19524
    if (!main_clipboard)
19525
        PasteboardCreate(kPasteboardClipboard, &main_clipboard);
19526
    PasteboardSynchronize(main_clipboard);
19527
19528
    ItemCount item_count = 0;
19529
    PasteboardGetItemCount(main_clipboard, &item_count);
19530
    for (ItemCount i = 0; i < item_count; i++)
19531
    {
19532
        PasteboardItemID item_id = 0;
19533
        PasteboardGetItemIdentifier(main_clipboard, i + 1, &item_id);
19534
        CFArrayRef flavor_type_array = 0;
19535
        PasteboardCopyItemFlavors(main_clipboard, item_id, &flavor_type_array);
19536
        for (CFIndex j = 0, nj = CFArrayGetCount(flavor_type_array); j < nj; j++)
19537
        {
19538
            CFDataRef cf_data;
19539
            if (PasteboardCopyItemFlavorData(main_clipboard, item_id, CFSTR("public.utf8-plain-text"), &cf_data) == noErr)
19540
            {
19541
                g.ClipboardHandlerData.clear();
19542
                int length = (int)CFDataGetLength(cf_data);
19543
                g.ClipboardHandlerData.resize(length + 1);
19544
                CFDataGetBytes(cf_data, CFRangeMake(0, length), (UInt8*)g.ClipboardHandlerData.Data);
19545
                g.ClipboardHandlerData[length] = 0;
19546
                CFRelease(cf_data);
19547
                return g.ClipboardHandlerData.Data;
19548
            }
19549
        }
19550
    }
19551
    return NULL;
19552
}
19553
19554
#else
19555
19556
// Local Dear ImGui-only clipboard implementation, if user hasn't defined better clipboard handlers.
19557
static const char* GetClipboardTextFn_DefaultImpl(void* user_data_ctx)
19558
0
{
19559
0
    ImGuiContext& g = *(ImGuiContext*)user_data_ctx;
19560
0
    return g.ClipboardHandlerData.empty() ? NULL : g.ClipboardHandlerData.begin();
19561
0
}
19562
19563
static void SetClipboardTextFn_DefaultImpl(void* user_data_ctx, const char* text)
19564
0
{
19565
0
    ImGuiContext& g = *(ImGuiContext*)user_data_ctx;
19566
0
    g.ClipboardHandlerData.clear();
19567
0
    const char* text_end = text + strlen(text);
19568
0
    g.ClipboardHandlerData.resize((int)(text_end - text) + 1);
19569
0
    memcpy(&g.ClipboardHandlerData[0], text, (size_t)(text_end - text));
19570
0
    g.ClipboardHandlerData[(int)(text_end - text)] = 0;
19571
0
}
19572
19573
#endif
19574
19575
// Win32 API IME support (for Asian languages, etc.)
19576
#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS)
19577
19578
#include <imm.h>
19579
#ifdef _MSC_VER
19580
#pragma comment(lib, "imm32")
19581
#endif
19582
19583
static void SetPlatformImeDataFn_DefaultImpl(ImGuiViewport* viewport, ImGuiPlatformImeData* data)
19584
{
19585
    // Notify OS Input Method Editor of text input position
19586
    HWND hwnd = (HWND)viewport->PlatformHandleRaw;
19587
    if (hwnd == 0)
19588
        return;
19589
19590
    //::ImmAssociateContextEx(hwnd, NULL, data->WantVisible ? IACE_DEFAULT : 0);
19591
    if (HIMC himc = ::ImmGetContext(hwnd))
19592
    {
19593
        COMPOSITIONFORM composition_form = {};
19594
        composition_form.ptCurrentPos.x = (LONG)(data->InputPos.x - viewport->Pos.x);
19595
        composition_form.ptCurrentPos.y = (LONG)(data->InputPos.y - viewport->Pos.y);
19596
        composition_form.dwStyle = CFS_FORCE_POSITION;
19597
        ::ImmSetCompositionWindow(himc, &composition_form);
19598
        CANDIDATEFORM candidate_form = {};
19599
        candidate_form.dwStyle = CFS_CANDIDATEPOS;
19600
        candidate_form.ptCurrentPos.x = (LONG)(data->InputPos.x - viewport->Pos.x);
19601
        candidate_form.ptCurrentPos.y = (LONG)(data->InputPos.y - viewport->Pos.y);
19602
        ::ImmSetCandidateWindow(himc, &candidate_form);
19603
        ::ImmReleaseContext(hwnd, himc);
19604
    }
19605
}
19606
19607
#else
19608
19609
0
static void SetPlatformImeDataFn_DefaultImpl(ImGuiViewport*, ImGuiPlatformImeData*) {}
19610
19611
#endif
19612
19613
//-----------------------------------------------------------------------------
19614
// [SECTION] METRICS/DEBUGGER WINDOW
19615
//-----------------------------------------------------------------------------
19616
// - DebugRenderViewportThumbnail() [Internal]
19617
// - RenderViewportsThumbnails() [Internal]
19618
// - DebugTextEncoding()
19619
// - MetricsHelpMarker() [Internal]
19620
// - ShowFontAtlas() [Internal]
19621
// - ShowMetricsWindow()
19622
// - DebugNodeColumns() [Internal]
19623
// - DebugNodeDockNode() [Internal]
19624
// - DebugNodeDrawList() [Internal]
19625
// - DebugNodeDrawCmdShowMeshAndBoundingBox() [Internal]
19626
// - DebugNodeFont() [Internal]
19627
// - DebugNodeFontGlyph() [Internal]
19628
// - DebugNodeStorage() [Internal]
19629
// - DebugNodeTabBar() [Internal]
19630
// - DebugNodeViewport() [Internal]
19631
// - DebugNodeWindow() [Internal]
19632
// - DebugNodeWindowSettings() [Internal]
19633
// - DebugNodeWindowsList() [Internal]
19634
// - DebugNodeWindowsListByBeginStackParent() [Internal]
19635
//-----------------------------------------------------------------------------
19636
19637
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
19638
19639
void ImGui::DebugRenderViewportThumbnail(ImDrawList* draw_list, ImGuiViewportP* viewport, const ImRect& bb)
19640
0
{
19641
0
    ImGuiContext& g = *GImGui;
19642
0
    ImGuiWindow* window = g.CurrentWindow;
19643
19644
0
    ImVec2 scale = bb.GetSize() / viewport->Size;
19645
0
    ImVec2 off = bb.Min - viewport->Pos * scale;
19646
0
    float alpha_mul = (viewport->Flags & ImGuiViewportFlags_IsMinimized) ? 0.30f : 1.00f;
19647
0
    window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_Border, alpha_mul * 0.40f));
19648
0
    for (ImGuiWindow* thumb_window : g.Windows)
19649
0
    {
19650
0
        if (!thumb_window->WasActive || (thumb_window->Flags & ImGuiWindowFlags_ChildWindow))
19651
0
            continue;
19652
0
        if (thumb_window->Viewport != viewport)
19653
0
            continue;
19654
19655
0
        ImRect thumb_r = thumb_window->Rect();
19656
0
        ImRect title_r = thumb_window->TitleBarRect();
19657
0
        thumb_r = ImRect(ImTrunc(off + thumb_r.Min * scale), ImTrunc(off +  thumb_r.Max * scale));
19658
0
        title_r = ImRect(ImTrunc(off + title_r.Min * scale), ImTrunc(off +  ImVec2(title_r.Max.x, title_r.Min.y + title_r.GetHeight() * 3.0f) * scale)); // Exaggerate title bar height
19659
0
        thumb_r.ClipWithFull(bb);
19660
0
        title_r.ClipWithFull(bb);
19661
0
        const bool window_is_focused = (g.NavWindow && thumb_window->RootWindowForTitleBarHighlight == g.NavWindow->RootWindowForTitleBarHighlight);
19662
0
        window->DrawList->AddRectFilled(thumb_r.Min, thumb_r.Max, GetColorU32(ImGuiCol_WindowBg, alpha_mul));
19663
0
        window->DrawList->AddRectFilled(title_r.Min, title_r.Max, GetColorU32(window_is_focused ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg, alpha_mul));
19664
0
        window->DrawList->AddRect(thumb_r.Min, thumb_r.Max, GetColorU32(ImGuiCol_Border, alpha_mul));
19665
0
        window->DrawList->AddText(g.Font, g.FontSize * 1.0f, title_r.Min, GetColorU32(ImGuiCol_Text, alpha_mul), thumb_window->Name, FindRenderedTextEnd(thumb_window->Name));
19666
0
    }
19667
0
    draw_list->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_Border, alpha_mul));
19668
0
    if (viewport->ID == g.DebugMetricsConfig.HighlightViewportID)
19669
0
        window->DrawList->AddRect(bb.Min, bb.Max, IM_COL32(255, 255, 0, 255));
19670
0
}
19671
19672
static void RenderViewportsThumbnails()
19673
0
{
19674
0
    ImGuiContext& g = *GImGui;
19675
0
    ImGuiWindow* window = g.CurrentWindow;
19676
19677
    // Draw monitor and calculate their boundaries
19678
0
    float SCALE = 1.0f / 8.0f;
19679
0
    ImRect bb_full(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX);
19680
0
    for (ImGuiPlatformMonitor& monitor : g.PlatformIO.Monitors)
19681
0
        bb_full.Add(ImRect(monitor.MainPos, monitor.MainPos + monitor.MainSize));
19682
0
    ImVec2 p = window->DC.CursorPos;
19683
0
    ImVec2 off = p - bb_full.Min * SCALE;
19684
0
    for (ImGuiPlatformMonitor& monitor : g.PlatformIO.Monitors)
19685
0
    {
19686
0
        ImRect monitor_draw_bb(off + (monitor.MainPos) * SCALE, off + (monitor.MainPos + monitor.MainSize) * SCALE);
19687
0
        window->DrawList->AddRect(monitor_draw_bb.Min, monitor_draw_bb.Max, (g.DebugMetricsConfig.HighlightMonitorIdx == g.PlatformIO.Monitors.index_from_ptr(&monitor)) ? IM_COL32(255, 255, 0, 255) : ImGui::GetColorU32(ImGuiCol_Border), 4.0f);
19688
0
        window->DrawList->AddRectFilled(monitor_draw_bb.Min, monitor_draw_bb.Max, ImGui::GetColorU32(ImGuiCol_Border, 0.10f), 4.0f);
19689
0
    }
19690
19691
    // Draw viewports
19692
0
    for (ImGuiViewportP* viewport : g.Viewports)
19693
0
    {
19694
0
        ImRect viewport_draw_bb(off + (viewport->Pos) * SCALE, off + (viewport->Pos + viewport->Size) * SCALE);
19695
0
        ImGui::DebugRenderViewportThumbnail(window->DrawList, viewport, viewport_draw_bb);
19696
0
    }
19697
0
    ImGui::Dummy(bb_full.GetSize() * SCALE);
19698
0
}
19699
19700
static int IMGUI_CDECL ViewportComparerByLastFocusedStampCount(const void* lhs, const void* rhs)
19701
0
{
19702
0
    const ImGuiViewportP* a = *(const ImGuiViewportP* const*)lhs;
19703
0
    const ImGuiViewportP* b = *(const ImGuiViewportP* const*)rhs;
19704
0
    return b->LastFocusedStampCount - a->LastFocusedStampCount;
19705
0
}
19706
19707
// Draw an arbitrary US keyboard layout to visualize translated keys
19708
void ImGui::DebugRenderKeyboardPreview(ImDrawList* draw_list)
19709
0
{
19710
0
    const float scale = ImGui::GetFontSize() / 13.0f;
19711
0
    const ImVec2 key_size = ImVec2(35.0f, 35.0f) * scale;
19712
0
    const float  key_rounding = 3.0f * scale;
19713
0
    const ImVec2 key_face_size = ImVec2(25.0f, 25.0f) * scale;
19714
0
    const ImVec2 key_face_pos = ImVec2(5.0f, 3.0f) * scale;
19715
0
    const float  key_face_rounding = 2.0f * scale;
19716
0
    const ImVec2 key_label_pos = ImVec2(7.0f, 4.0f) * scale;
19717
0
    const ImVec2 key_step = ImVec2(key_size.x - 1.0f, key_size.y - 1.0f);
19718
0
    const float  key_row_offset = 9.0f * scale;
19719
19720
0
    ImVec2 board_min = GetCursorScreenPos();
19721
0
    ImVec2 board_max = ImVec2(board_min.x + 3 * key_step.x + 2 * key_row_offset + 10.0f, board_min.y + 3 * key_step.y + 10.0f);
19722
0
    ImVec2 start_pos = ImVec2(board_min.x + 5.0f - key_step.x, board_min.y);
19723
19724
0
    struct KeyLayoutData { int Row, Col; const char* Label; ImGuiKey Key; };
19725
0
    const KeyLayoutData keys_to_display[] =
19726
0
    {
19727
0
        { 0, 0, "", ImGuiKey_Tab },      { 0, 1, "Q", ImGuiKey_Q }, { 0, 2, "W", ImGuiKey_W }, { 0, 3, "E", ImGuiKey_E }, { 0, 4, "R", ImGuiKey_R },
19728
0
        { 1, 0, "", ImGuiKey_CapsLock }, { 1, 1, "A", ImGuiKey_A }, { 1, 2, "S", ImGuiKey_S }, { 1, 3, "D", ImGuiKey_D }, { 1, 4, "F", ImGuiKey_F },
19729
0
        { 2, 0, "", ImGuiKey_LeftShift },{ 2, 1, "Z", ImGuiKey_Z }, { 2, 2, "X", ImGuiKey_X }, { 2, 3, "C", ImGuiKey_C }, { 2, 4, "V", ImGuiKey_V }
19730
0
    };
19731
19732
    // Elements rendered manually via ImDrawList API are not clipped automatically.
19733
    // While not strictly necessary, here IsItemVisible() is used to avoid rendering these shapes when they are out of view.
19734
0
    Dummy(board_max - board_min);
19735
0
    if (!IsItemVisible())
19736
0
        return;
19737
0
    draw_list->PushClipRect(board_min, board_max, true);
19738
0
    for (int n = 0; n < IM_ARRAYSIZE(keys_to_display); n++)
19739
0
    {
19740
0
        const KeyLayoutData* key_data = &keys_to_display[n];
19741
0
        ImVec2 key_min = ImVec2(start_pos.x + key_data->Col * key_step.x + key_data->Row * key_row_offset, start_pos.y + key_data->Row * key_step.y);
19742
0
        ImVec2 key_max = key_min + key_size;
19743
0
        draw_list->AddRectFilled(key_min, key_max, IM_COL32(204, 204, 204, 255), key_rounding);
19744
0
        draw_list->AddRect(key_min, key_max, IM_COL32(24, 24, 24, 255), key_rounding);
19745
0
        ImVec2 face_min = ImVec2(key_min.x + key_face_pos.x, key_min.y + key_face_pos.y);
19746
0
        ImVec2 face_max = ImVec2(face_min.x + key_face_size.x, face_min.y + key_face_size.y);
19747
0
        draw_list->AddRect(face_min, face_max, IM_COL32(193, 193, 193, 255), key_face_rounding, ImDrawFlags_None, 2.0f);
19748
0
        draw_list->AddRectFilled(face_min, face_max, IM_COL32(252, 252, 252, 255), key_face_rounding);
19749
0
        ImVec2 label_min = ImVec2(key_min.x + key_label_pos.x, key_min.y + key_label_pos.y);
19750
0
        draw_list->AddText(label_min, IM_COL32(64, 64, 64, 255), key_data->Label);
19751
0
        if (IsKeyDown(key_data->Key))
19752
0
            draw_list->AddRectFilled(key_min, key_max, IM_COL32(255, 0, 0, 128), key_rounding);
19753
0
    }
19754
0
    draw_list->PopClipRect();
19755
0
}
19756
19757
// Helper tool to diagnose between text encoding issues and font loading issues. Pass your UTF-8 string and verify that there are correct.
19758
void ImGui::DebugTextEncoding(const char* str)
19759
0
{
19760
0
    Text("Text: \"%s\"", str);
19761
0
    if (!BeginTable("##DebugTextEncoding", 4, ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg | ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_Resizable))
19762
0
        return;
19763
0
    TableSetupColumn("Offset");
19764
0
    TableSetupColumn("UTF-8");
19765
0
    TableSetupColumn("Glyph");
19766
0
    TableSetupColumn("Codepoint");
19767
0
    TableHeadersRow();
19768
0
    for (const char* p = str; *p != 0; )
19769
0
    {
19770
0
        unsigned int c;
19771
0
        const int c_utf8_len = ImTextCharFromUtf8(&c, p, NULL);
19772
0
        TableNextColumn();
19773
0
        Text("%d", (int)(p - str));
19774
0
        TableNextColumn();
19775
0
        for (int byte_index = 0; byte_index < c_utf8_len; byte_index++)
19776
0
        {
19777
0
            if (byte_index > 0)
19778
0
                SameLine();
19779
0
            Text("0x%02X", (int)(unsigned char)p[byte_index]);
19780
0
        }
19781
0
        TableNextColumn();
19782
0
        if (GetFont()->FindGlyphNoFallback((ImWchar)c))
19783
0
            TextUnformatted(p, p + c_utf8_len);
19784
0
        else
19785
0
            TextUnformatted((c == IM_UNICODE_CODEPOINT_INVALID) ? "[invalid]" : "[missing]");
19786
0
        TableNextColumn();
19787
0
        Text("U+%04X", (int)c);
19788
0
        p += c_utf8_len;
19789
0
    }
19790
0
    EndTable();
19791
0
}
19792
19793
static void DebugFlashStyleColorStop()
19794
0
{
19795
0
    ImGuiContext& g = *GImGui;
19796
0
    if (g.DebugFlashStyleColorIdx != ImGuiCol_COUNT)
19797
0
        g.Style.Colors[g.DebugFlashStyleColorIdx] = g.DebugFlashStyleColorBackup;
19798
0
    g.DebugFlashStyleColorIdx = ImGuiCol_COUNT;
19799
0
}
19800
19801
// Flash a given style color for some + inhibit modifications of this color via PushStyleColor() calls.
19802
void ImGui::DebugFlashStyleColor(ImGuiCol idx)
19803
0
{
19804
0
    ImGuiContext& g = *GImGui;
19805
0
    DebugFlashStyleColorStop();
19806
0
    g.DebugFlashStyleColorTime = 0.5f;
19807
0
    g.DebugFlashStyleColorIdx = idx;
19808
0
    g.DebugFlashStyleColorBackup = g.Style.Colors[idx];
19809
0
}
19810
19811
void ImGui::UpdateDebugToolFlashStyleColor()
19812
0
{
19813
0
    ImGuiContext& g = *GImGui;
19814
0
    if (g.DebugFlashStyleColorTime <= 0.0f)
19815
0
        return;
19816
0
    ColorConvertHSVtoRGB(cosf(g.DebugFlashStyleColorTime * 6.0f) * 0.5f + 0.5f, 0.5f, 0.5f, g.Style.Colors[g.DebugFlashStyleColorIdx].x, g.Style.Colors[g.DebugFlashStyleColorIdx].y, g.Style.Colors[g.DebugFlashStyleColorIdx].z);
19817
0
    g.Style.Colors[g.DebugFlashStyleColorIdx].w = 1.0f;
19818
0
    if ((g.DebugFlashStyleColorTime -= g.IO.DeltaTime) <= 0.0f)
19819
0
        DebugFlashStyleColorStop();
19820
0
}
19821
19822
// Avoid naming collision with imgui_demo.cpp's HelpMarker() for unity builds.
19823
static void MetricsHelpMarker(const char* desc)
19824
0
{
19825
0
    ImGui::TextDisabled("(?)");
19826
0
    if (ImGui::BeginItemTooltip())
19827
0
    {
19828
0
        ImGui::PushTextWrapPos(ImGui::GetFontSize() * 35.0f);
19829
0
        ImGui::TextUnformatted(desc);
19830
0
        ImGui::PopTextWrapPos();
19831
0
        ImGui::EndTooltip();
19832
0
    }
19833
0
}
19834
19835
// [DEBUG] List fonts in a font atlas and display its texture
19836
void ImGui::ShowFontAtlas(ImFontAtlas* atlas)
19837
0
{
19838
0
    for (ImFont* font : atlas->Fonts)
19839
0
    {
19840
0
        PushID(font);
19841
0
        DebugNodeFont(font);
19842
0
        PopID();
19843
0
    }
19844
0
    if (TreeNode("Font Atlas", "Font Atlas (%dx%d pixels)", atlas->TexWidth, atlas->TexHeight))
19845
0
    {
19846
0
        ImGuiContext& g = *GImGui;
19847
0
        ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig;
19848
0
        Checkbox("Tint with Text Color", &cfg->ShowAtlasTintedWithTextColor); // Using text color ensure visibility of core atlas data, but will alter custom colored icons
19849
0
        ImVec4 tint_col = cfg->ShowAtlasTintedWithTextColor ? GetStyleColorVec4(ImGuiCol_Text) : ImVec4(1.0f, 1.0f, 1.0f, 1.0f);
19850
0
        ImVec4 border_col = GetStyleColorVec4(ImGuiCol_Border);
19851
0
        Image(atlas->TexID, ImVec2((float)atlas->TexWidth, (float)atlas->TexHeight), ImVec2(0.0f, 0.0f), ImVec2(1.0f, 1.0f), tint_col, border_col);
19852
0
        TreePop();
19853
0
    }
19854
0
}
19855
19856
void ImGui::ShowMetricsWindow(bool* p_open)
19857
0
{
19858
0
    ImGuiContext& g = *GImGui;
19859
0
    ImGuiIO& io = g.IO;
19860
0
    ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig;
19861
0
    if (cfg->ShowDebugLog)
19862
0
        ShowDebugLogWindow(&cfg->ShowDebugLog);
19863
0
    if (cfg->ShowIDStackTool)
19864
0
        ShowIDStackToolWindow(&cfg->ShowIDStackTool);
19865
19866
0
    if (!Begin("Dear ImGui Metrics/Debugger", p_open) || GetCurrentWindow()->BeginCount > 1)
19867
0
    {
19868
0
        End();
19869
0
        return;
19870
0
    }
19871
19872
    // [DEBUG] Clear debug breaks hooks after exactly one cycle.
19873
0
    DebugBreakClearData();
19874
19875
    // Basic info
19876
0
    Text("Dear ImGui %s", GetVersion());
19877
0
    Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
19878
0
    Text("%d vertices, %d indices (%d triangles)", io.MetricsRenderVertices, io.MetricsRenderIndices, io.MetricsRenderIndices / 3);
19879
0
    Text("%d visible windows, %d current allocations", io.MetricsRenderWindows, g.DebugAllocInfo.TotalAllocCount - g.DebugAllocInfo.TotalFreeCount);
19880
    //SameLine(); if (SmallButton("GC")) { g.GcCompactAll = true; }
19881
19882
0
    Separator();
19883
19884
    // Debugging enums
19885
0
    enum { WRT_OuterRect, WRT_OuterRectClipped, WRT_InnerRect, WRT_InnerClipRect, WRT_WorkRect, WRT_Content, WRT_ContentIdeal, WRT_ContentRegionRect, WRT_Count }; // Windows Rect Type
19886
0
    const char* wrt_rects_names[WRT_Count] = { "OuterRect", "OuterRectClipped", "InnerRect", "InnerClipRect", "WorkRect", "Content", "ContentIdeal", "ContentRegionRect" };
19887
0
    enum { TRT_OuterRect, TRT_InnerRect, TRT_WorkRect, TRT_HostClipRect, TRT_InnerClipRect, TRT_BackgroundClipRect, TRT_ColumnsRect, TRT_ColumnsWorkRect, TRT_ColumnsClipRect, TRT_ColumnsContentHeadersUsed, TRT_ColumnsContentHeadersIdeal, TRT_ColumnsContentFrozen, TRT_ColumnsContentUnfrozen, TRT_Count }; // Tables Rect Type
19888
0
    const char* trt_rects_names[TRT_Count] = { "OuterRect", "InnerRect", "WorkRect", "HostClipRect", "InnerClipRect", "BackgroundClipRect", "ColumnsRect", "ColumnsWorkRect", "ColumnsClipRect", "ColumnsContentHeadersUsed", "ColumnsContentHeadersIdeal", "ColumnsContentFrozen", "ColumnsContentUnfrozen" };
19889
0
    if (cfg->ShowWindowsRectsType < 0)
19890
0
        cfg->ShowWindowsRectsType = WRT_WorkRect;
19891
0
    if (cfg->ShowTablesRectsType < 0)
19892
0
        cfg->ShowTablesRectsType = TRT_WorkRect;
19893
19894
0
    struct Funcs
19895
0
    {
19896
0
        static ImRect GetTableRect(ImGuiTable* table, int rect_type, int n)
19897
0
        {
19898
0
            ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); // Always using last submitted instance
19899
0
            if (rect_type == TRT_OuterRect)                     { return table->OuterRect; }
19900
0
            else if (rect_type == TRT_InnerRect)                { return table->InnerRect; }
19901
0
            else if (rect_type == TRT_WorkRect)                 { return table->WorkRect; }
19902
0
            else if (rect_type == TRT_HostClipRect)             { return table->HostClipRect; }
19903
0
            else if (rect_type == TRT_InnerClipRect)            { return table->InnerClipRect; }
19904
0
            else if (rect_type == TRT_BackgroundClipRect)       { return table->BgClipRect; }
19905
0
            else if (rect_type == TRT_ColumnsRect)              { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->MinX, table->InnerClipRect.Min.y, c->MaxX, table->InnerClipRect.Min.y + table_instance->LastOuterHeight); }
19906
0
            else if (rect_type == TRT_ColumnsWorkRect)          { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->WorkRect.Min.y, c->WorkMaxX, table->WorkRect.Max.y); }
19907
0
            else if (rect_type == TRT_ColumnsClipRect)          { ImGuiTableColumn* c = &table->Columns[n]; return c->ClipRect; }
19908
0
            else if (rect_type == TRT_ColumnsContentHeadersUsed){ ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXHeadersUsed, table->InnerClipRect.Min.y + table_instance->LastTopHeadersRowHeight); } // Note: y1/y2 not always accurate
19909
0
            else if (rect_type == TRT_ColumnsContentHeadersIdeal){ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXHeadersIdeal, table->InnerClipRect.Min.y + table_instance->LastTopHeadersRowHeight); }
19910
0
            else if (rect_type == TRT_ColumnsContentFrozen)     { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXFrozen, table->InnerClipRect.Min.y + table_instance->LastFrozenHeight); }
19911
0
            else if (rect_type == TRT_ColumnsContentUnfrozen)   { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y + table_instance->LastFrozenHeight, c->ContentMaxXUnfrozen, table->InnerClipRect.Max.y); }
19912
0
            IM_ASSERT(0);
19913
0
            return ImRect();
19914
0
        }
19915
19916
0
        static ImRect GetWindowRect(ImGuiWindow* window, int rect_type)
19917
0
        {
19918
0
            if (rect_type == WRT_OuterRect)                 { return window->Rect(); }
19919
0
            else if (rect_type == WRT_OuterRectClipped)     { return window->OuterRectClipped; }
19920
0
            else if (rect_type == WRT_InnerRect)            { return window->InnerRect; }
19921
0
            else if (rect_type == WRT_InnerClipRect)        { return window->InnerClipRect; }
19922
0
            else if (rect_type == WRT_WorkRect)             { return window->WorkRect; }
19923
0
            else if (rect_type == WRT_Content)              { ImVec2 min = window->InnerRect.Min - window->Scroll + window->WindowPadding; return ImRect(min, min + window->ContentSize); }
19924
0
            else if (rect_type == WRT_ContentIdeal)         { ImVec2 min = window->InnerRect.Min - window->Scroll + window->WindowPadding; return ImRect(min, min + window->ContentSizeIdeal); }
19925
0
            else if (rect_type == WRT_ContentRegionRect)    { return window->ContentRegionRect; }
19926
0
            IM_ASSERT(0);
19927
0
            return ImRect();
19928
0
        }
19929
0
    };
19930
19931
    // Tools
19932
0
    if (TreeNode("Tools"))
19933
0
    {
19934
        // Debug Break features
19935
        // The Item Picker tool is super useful to visually select an item and break into the call-stack of where it was submitted.
19936
0
        SeparatorTextEx(0, "Debug breaks", NULL, CalcTextSize("(?)").x + g.Style.SeparatorTextPadding.x);
19937
0
        SameLine();
19938
0
        MetricsHelpMarker("Will call the IM_DEBUG_BREAK() macro to break in debugger.\nWarning: If you don't have a debugger attached, this will probably crash.");
19939
0
        if (Checkbox("Show Item Picker", &g.DebugItemPickerActive) && g.DebugItemPickerActive)
19940
0
            DebugStartItemPicker();
19941
0
        Checkbox("Show \"Debug Break\" buttons in other sections (io.ConfigDebugIsDebuggerPresent)", &g.IO.ConfigDebugIsDebuggerPresent);
19942
19943
0
        SeparatorText("Visualize");
19944
19945
0
        Checkbox("Show Debug Log", &cfg->ShowDebugLog);
19946
0
        SameLine();
19947
0
        MetricsHelpMarker("You can also call ImGui::ShowDebugLogWindow() from your code.");
19948
19949
0
        Checkbox("Show ID Stack Tool", &cfg->ShowIDStackTool);
19950
0
        SameLine();
19951
0
        MetricsHelpMarker("You can also call ImGui::ShowIDStackToolWindow() from your code.");
19952
19953
0
        Checkbox("Show windows begin order", &cfg->ShowWindowsBeginOrder);
19954
0
        Checkbox("Show windows rectangles", &cfg->ShowWindowsRects);
19955
0
        SameLine();
19956
0
        SetNextItemWidth(GetFontSize() * 12);
19957
0
        cfg->ShowWindowsRects |= Combo("##show_windows_rect_type", &cfg->ShowWindowsRectsType, wrt_rects_names, WRT_Count, WRT_Count);
19958
0
        if (cfg->ShowWindowsRects && g.NavWindow != NULL)
19959
0
        {
19960
0
            BulletText("'%s':", g.NavWindow->Name);
19961
0
            Indent();
19962
0
            for (int rect_n = 0; rect_n < WRT_Count; rect_n++)
19963
0
            {
19964
0
                ImRect r = Funcs::GetWindowRect(g.NavWindow, rect_n);
19965
0
                Text("(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), wrt_rects_names[rect_n]);
19966
0
            }
19967
0
            Unindent();
19968
0
        }
19969
19970
0
        Checkbox("Show tables rectangles", &cfg->ShowTablesRects);
19971
0
        SameLine();
19972
0
        SetNextItemWidth(GetFontSize() * 12);
19973
0
        cfg->ShowTablesRects |= Combo("##show_table_rects_type", &cfg->ShowTablesRectsType, trt_rects_names, TRT_Count, TRT_Count);
19974
0
        if (cfg->ShowTablesRects && g.NavWindow != NULL)
19975
0
        {
19976
0
            for (int table_n = 0; table_n < g.Tables.GetMapSize(); table_n++)
19977
0
            {
19978
0
                ImGuiTable* table = g.Tables.TryGetMapData(table_n);
19979
0
                if (table == NULL || table->LastFrameActive < g.FrameCount - 1 || (table->OuterWindow != g.NavWindow && table->InnerWindow != g.NavWindow))
19980
0
                    continue;
19981
19982
0
                BulletText("Table 0x%08X (%d columns, in '%s')", table->ID, table->ColumnsCount, table->OuterWindow->Name);
19983
0
                if (IsItemHovered())
19984
0
                    GetForegroundDrawList()->AddRect(table->OuterRect.Min - ImVec2(1, 1), table->OuterRect.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f);
19985
0
                Indent();
19986
0
                char buf[128];
19987
0
                for (int rect_n = 0; rect_n < TRT_Count; rect_n++)
19988
0
                {
19989
0
                    if (rect_n >= TRT_ColumnsRect)
19990
0
                    {
19991
0
                        if (rect_n != TRT_ColumnsRect && rect_n != TRT_ColumnsClipRect)
19992
0
                            continue;
19993
0
                        for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
19994
0
                        {
19995
0
                            ImRect r = Funcs::GetTableRect(table, rect_n, column_n);
19996
0
                            ImFormatString(buf, IM_ARRAYSIZE(buf), "(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) Col %d %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), column_n, trt_rects_names[rect_n]);
19997
0
                            Selectable(buf);
19998
0
                            if (IsItemHovered())
19999
0
                                GetForegroundDrawList()->AddRect(r.Min - ImVec2(1, 1), r.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f);
20000
0
                        }
20001
0
                    }
20002
0
                    else
20003
0
                    {
20004
0
                        ImRect r = Funcs::GetTableRect(table, rect_n, -1);
20005
0
                        ImFormatString(buf, IM_ARRAYSIZE(buf), "(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), trt_rects_names[rect_n]);
20006
0
                        Selectable(buf);
20007
0
                        if (IsItemHovered())
20008
0
                            GetForegroundDrawList()->AddRect(r.Min - ImVec2(1, 1), r.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f);
20009
0
                    }
20010
0
                }
20011
0
                Unindent();
20012
0
            }
20013
0
        }
20014
0
        Checkbox("Show groups rectangles", &g.DebugShowGroupRects); // Storing in context as this is used by group code and prefers to be in hot-data
20015
20016
0
        SeparatorText("Validate");
20017
20018
0
        Checkbox("Debug Begin/BeginChild return value", &io.ConfigDebugBeginReturnValueLoop);
20019
0
        SameLine();
20020
0
        MetricsHelpMarker("Some calls to Begin()/BeginChild() will return false.\n\nWill cycle through window depths then repeat. Windows should be flickering while running.");
20021
20022
0
        Checkbox("UTF-8 Encoding viewer", &cfg->ShowTextEncodingViewer);
20023
0
        SameLine();
20024
0
        MetricsHelpMarker("You can also call ImGui::DebugTextEncoding() from your code with a given string to test that your UTF-8 encoding settings are correct.");
20025
0
        if (cfg->ShowTextEncodingViewer)
20026
0
        {
20027
0
            static char buf[64] = "";
20028
0
            SetNextItemWidth(-FLT_MIN);
20029
0
            InputText("##DebugTextEncodingBuf", buf, IM_ARRAYSIZE(buf));
20030
0
            if (buf[0] != 0)
20031
0
                DebugTextEncoding(buf);
20032
0
        }
20033
20034
0
        TreePop();
20035
0
    }
20036
20037
    // Windows
20038
0
    if (TreeNode("Windows", "Windows (%d)", g.Windows.Size))
20039
0
    {
20040
        //SetNextItemOpen(true, ImGuiCond_Once);
20041
0
        DebugNodeWindowsList(&g.Windows, "By display order");
20042
0
        DebugNodeWindowsList(&g.WindowsFocusOrder, "By focus order (root windows)");
20043
0
        if (TreeNode("By submission order (begin stack)"))
20044
0
        {
20045
            // Here we display windows in their submitted order/hierarchy, however note that the Begin stack doesn't constitute a Parent<>Child relationship!
20046
0
            ImVector<ImGuiWindow*>& temp_buffer = g.WindowsTempSortBuffer;
20047
0
            temp_buffer.resize(0);
20048
0
            for (ImGuiWindow* window : g.Windows)
20049
0
                if (window->LastFrameActive + 1 >= g.FrameCount)
20050
0
                    temp_buffer.push_back(window);
20051
0
            struct Func { static int IMGUI_CDECL WindowComparerByBeginOrder(const void* lhs, const void* rhs) { return ((int)(*(const ImGuiWindow* const *)lhs)->BeginOrderWithinContext - (*(const ImGuiWindow* const*)rhs)->BeginOrderWithinContext); } };
20052
0
            ImQsort(temp_buffer.Data, (size_t)temp_buffer.Size, sizeof(ImGuiWindow*), Func::WindowComparerByBeginOrder);
20053
0
            DebugNodeWindowsListByBeginStackParent(temp_buffer.Data, temp_buffer.Size, NULL);
20054
0
            TreePop();
20055
0
        }
20056
20057
0
        TreePop();
20058
0
    }
20059
20060
    // DrawLists
20061
0
    int drawlist_count = 0;
20062
0
    for (ImGuiViewportP* viewport : g.Viewports)
20063
0
        drawlist_count += viewport->DrawDataP.CmdLists.Size;
20064
0
    if (TreeNode("DrawLists", "DrawLists (%d)", drawlist_count))
20065
0
    {
20066
0
        Checkbox("Show ImDrawCmd mesh when hovering", &cfg->ShowDrawCmdMesh);
20067
0
        Checkbox("Show ImDrawCmd bounding boxes when hovering", &cfg->ShowDrawCmdBoundingBoxes);
20068
0
        for (ImGuiViewportP* viewport : g.Viewports)
20069
0
        {
20070
0
            bool viewport_has_drawlist = false;
20071
0
            for (ImDrawList* draw_list : viewport->DrawDataP.CmdLists)
20072
0
            {
20073
0
                if (!viewport_has_drawlist)
20074
0
                    Text("Active DrawLists in Viewport #%d, ID: 0x%08X", viewport->Idx, viewport->ID);
20075
0
                viewport_has_drawlist = true;
20076
0
                DebugNodeDrawList(NULL, viewport, draw_list, "DrawList");
20077
0
            }
20078
0
        }
20079
0
        TreePop();
20080
0
    }
20081
20082
    // Viewports
20083
0
    if (TreeNode("Viewports", "Viewports (%d)", g.Viewports.Size))
20084
0
    {
20085
0
        cfg->HighlightMonitorIdx = -1;
20086
0
        bool open = TreeNode("Monitors", "Monitors (%d)", g.PlatformIO.Monitors.Size);
20087
0
        SameLine();
20088
0
        MetricsHelpMarker("Dear ImGui uses monitor data:\n- to query DPI settings on a per monitor basis\n- to position popup/tooltips so they don't straddle monitors.");
20089
0
        if (open)
20090
0
        {
20091
0
            for (int i = 0; i < g.PlatformIO.Monitors.Size; i++)
20092
0
            {
20093
0
                const ImGuiPlatformMonitor& mon = g.PlatformIO.Monitors[i];
20094
0
                BulletText("Monitor #%d: DPI %.0f%%\n MainMin (%.0f,%.0f), MainMax (%.0f,%.0f), MainSize (%.0f,%.0f)\n WorkMin (%.0f,%.0f), WorkMax (%.0f,%.0f), WorkSize (%.0f,%.0f)",
20095
0
                    i, mon.DpiScale * 100.0f,
20096
0
                    mon.MainPos.x, mon.MainPos.y, mon.MainPos.x + mon.MainSize.x, mon.MainPos.y + mon.MainSize.y, mon.MainSize.x, mon.MainSize.y,
20097
0
                    mon.WorkPos.x, mon.WorkPos.y, mon.WorkPos.x + mon.WorkSize.x, mon.WorkPos.y + mon.WorkSize.y, mon.WorkSize.x, mon.WorkSize.y);
20098
0
                if (IsItemHovered())
20099
0
                    cfg->HighlightMonitorIdx = i;
20100
0
            }
20101
0
            TreePop();
20102
0
        }
20103
20104
0
        SetNextItemOpen(true, ImGuiCond_Once);
20105
0
        if (TreeNode("Windows Minimap"))
20106
0
        {
20107
0
            RenderViewportsThumbnails();
20108
0
            TreePop();
20109
0
        }
20110
0
        cfg->HighlightViewportID = 0;
20111
20112
0
        BulletText("MouseViewport: 0x%08X (UserHovered 0x%08X, LastHovered 0x%08X)", g.MouseViewport ? g.MouseViewport->ID : 0, g.IO.MouseHoveredViewport, g.MouseLastHoveredViewport ? g.MouseLastHoveredViewport->ID : 0);
20113
0
        if (TreeNode("Inferred Z order (front-to-back)"))
20114
0
        {
20115
0
            static ImVector<ImGuiViewportP*> viewports;
20116
0
            viewports.resize(g.Viewports.Size);
20117
0
            memcpy(viewports.Data, g.Viewports.Data, g.Viewports.size_in_bytes());
20118
0
            if (viewports.Size > 1)
20119
0
                ImQsort(viewports.Data, viewports.Size, sizeof(ImGuiViewport*), ViewportComparerByLastFocusedStampCount);
20120
0
            for (ImGuiViewportP* viewport : viewports)
20121
0
            {
20122
0
                BulletText("Viewport #%d, ID: 0x%08X, LastFocused = %08d, PlatformFocused = %s, Window: \"%s\"",
20123
0
                    viewport->Idx, viewport->ID, viewport->LastFocusedStampCount,
20124
0
                    (g.PlatformIO.Platform_GetWindowFocus && viewport->PlatformWindowCreated) ? (g.PlatformIO.Platform_GetWindowFocus(viewport) ? "1" : "0") : "N/A",
20125
0
                    viewport->Window ? viewport->Window->Name : "N/A");
20126
0
                if (IsItemHovered())
20127
0
                    cfg->HighlightViewportID = viewport->ID;
20128
0
            }
20129
0
            TreePop();
20130
0
        }
20131
20132
0
        for (ImGuiViewportP* viewport : g.Viewports)
20133
0
            DebugNodeViewport(viewport);
20134
0
        TreePop();
20135
0
    }
20136
20137
    // Details for Popups
20138
0
    if (TreeNode("Popups", "Popups (%d)", g.OpenPopupStack.Size))
20139
0
    {
20140
0
        for (const ImGuiPopupData& popup_data : g.OpenPopupStack)
20141
0
        {
20142
            // As it's difficult to interact with tree nodes while popups are open, we display everything inline.
20143
0
            ImGuiWindow* window = popup_data.Window;
20144
0
            BulletText("PopupID: %08x, Window: '%s' (%s%s), RestoreNavWindow '%s', ParentWindow '%s'",
20145
0
                popup_data.PopupId, window ? window->Name : "NULL", window && (window->Flags & ImGuiWindowFlags_ChildWindow) ? "Child;" : "", window && (window->Flags & ImGuiWindowFlags_ChildMenu) ? "Menu;" : "",
20146
0
                popup_data.RestoreNavWindow ? popup_data.RestoreNavWindow->Name : "NULL", window && window->ParentWindow ? window->ParentWindow->Name : "NULL");
20147
0
        }
20148
0
        TreePop();
20149
0
    }
20150
20151
    // Details for TabBars
20152
0
    if (TreeNode("TabBars", "Tab Bars (%d)", g.TabBars.GetAliveCount()))
20153
0
    {
20154
0
        for (int n = 0; n < g.TabBars.GetMapSize(); n++)
20155
0
            if (ImGuiTabBar* tab_bar = g.TabBars.TryGetMapData(n))
20156
0
            {
20157
0
                PushID(tab_bar);
20158
0
                DebugNodeTabBar(tab_bar, "TabBar");
20159
0
                PopID();
20160
0
            }
20161
0
        TreePop();
20162
0
    }
20163
20164
    // Details for Tables
20165
0
    if (TreeNode("Tables", "Tables (%d)", g.Tables.GetAliveCount()))
20166
0
    {
20167
0
        for (int n = 0; n < g.Tables.GetMapSize(); n++)
20168
0
            if (ImGuiTable* table = g.Tables.TryGetMapData(n))
20169
0
                DebugNodeTable(table);
20170
0
        TreePop();
20171
0
    }
20172
20173
    // Details for Fonts
20174
0
    ImFontAtlas* atlas = g.IO.Fonts;
20175
0
    if (TreeNode("Fonts", "Fonts (%d)", atlas->Fonts.Size))
20176
0
    {
20177
0
        ShowFontAtlas(atlas);
20178
0
        TreePop();
20179
0
    }
20180
20181
    // Details for InputText
20182
0
    if (TreeNode("InputText"))
20183
0
    {
20184
0
        DebugNodeInputTextState(&g.InputTextState);
20185
0
        TreePop();
20186
0
    }
20187
20188
    // Details for TypingSelect
20189
0
    if (TreeNode("TypingSelect", "TypingSelect (%d)", g.TypingSelectState.SearchBuffer[0] != 0 ? 1 : 0))
20190
0
    {
20191
0
        DebugNodeTypingSelectState(&g.TypingSelectState);
20192
0
        TreePop();
20193
0
    }
20194
20195
    // Details for Docking
20196
0
#ifdef IMGUI_HAS_DOCK
20197
0
    if (TreeNode("Docking"))
20198
0
    {
20199
0
        static bool root_nodes_only = true;
20200
0
        ImGuiDockContext* dc = &g.DockContext;
20201
0
        Checkbox("List root nodes", &root_nodes_only);
20202
0
        Checkbox("Ctrl shows window dock info", &cfg->ShowDockingNodes);
20203
0
        if (SmallButton("Clear nodes")) { DockContextClearNodes(&g, 0, true); }
20204
0
        SameLine();
20205
0
        if (SmallButton("Rebuild all")) { dc->WantFullRebuild = true; }
20206
0
        for (int n = 0; n < dc->Nodes.Data.Size; n++)
20207
0
            if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
20208
0
                if (!root_nodes_only || node->IsRootNode())
20209
0
                    DebugNodeDockNode(node, "Node");
20210
0
        TreePop();
20211
0
    }
20212
0
#endif // #ifdef IMGUI_HAS_DOCK
20213
20214
    // Settings
20215
0
    if (TreeNode("Settings"))
20216
0
    {
20217
0
        if (SmallButton("Clear"))
20218
0
            ClearIniSettings();
20219
0
        SameLine();
20220
0
        if (SmallButton("Save to memory"))
20221
0
            SaveIniSettingsToMemory();
20222
0
        SameLine();
20223
0
        if (SmallButton("Save to disk"))
20224
0
            SaveIniSettingsToDisk(g.IO.IniFilename);
20225
0
        SameLine();
20226
0
        if (g.IO.IniFilename)
20227
0
            Text("\"%s\"", g.IO.IniFilename);
20228
0
        else
20229
0
            TextUnformatted("<NULL>");
20230
0
        Checkbox("io.ConfigDebugIniSettings", &io.ConfigDebugIniSettings);
20231
0
        Text("SettingsDirtyTimer %.2f", g.SettingsDirtyTimer);
20232
0
        if (TreeNode("SettingsHandlers", "Settings handlers: (%d)", g.SettingsHandlers.Size))
20233
0
        {
20234
0
            for (ImGuiSettingsHandler& handler : g.SettingsHandlers)
20235
0
                BulletText("\"%s\"", handler.TypeName);
20236
0
            TreePop();
20237
0
        }
20238
0
        if (TreeNode("SettingsWindows", "Settings packed data: Windows: %d bytes", g.SettingsWindows.size()))
20239
0
        {
20240
0
            for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
20241
0
                DebugNodeWindowSettings(settings);
20242
0
            TreePop();
20243
0
        }
20244
20245
0
        if (TreeNode("SettingsTables", "Settings packed data: Tables: %d bytes", g.SettingsTables.size()))
20246
0
        {
20247
0
            for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings))
20248
0
                DebugNodeTableSettings(settings);
20249
0
            TreePop();
20250
0
        }
20251
20252
0
#ifdef IMGUI_HAS_DOCK
20253
0
        if (TreeNode("SettingsDocking", "Settings packed data: Docking"))
20254
0
        {
20255
0
            ImGuiDockContext* dc = &g.DockContext;
20256
0
            Text("In SettingsWindows:");
20257
0
            for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
20258
0
                if (settings->DockId != 0)
20259
0
                    BulletText("Window '%s' -> DockId %08X DockOrder=%d", settings->GetName(), settings->DockId, settings->DockOrder);
20260
0
            Text("In SettingsNodes:");
20261
0
            for (int n = 0; n < dc->NodesSettings.Size; n++)
20262
0
            {
20263
0
                ImGuiDockNodeSettings* settings = &dc->NodesSettings[n];
20264
0
                const char* selected_tab_name = NULL;
20265
0
                if (settings->SelectedTabId)
20266
0
                {
20267
0
                    if (ImGuiWindow* window = FindWindowByID(settings->SelectedTabId))
20268
0
                        selected_tab_name = window->Name;
20269
0
                    else if (ImGuiWindowSettings* window_settings = FindWindowSettingsByID(settings->SelectedTabId))
20270
0
                        selected_tab_name = window_settings->GetName();
20271
0
                }
20272
0
                BulletText("Node %08X, Parent %08X, SelectedTab %08X ('%s')", settings->ID, settings->ParentNodeId, settings->SelectedTabId, selected_tab_name ? selected_tab_name : settings->SelectedTabId ? "N/A" : "");
20273
0
            }
20274
0
            TreePop();
20275
0
        }
20276
0
#endif // #ifdef IMGUI_HAS_DOCK
20277
20278
0
        if (TreeNode("SettingsIniData", "Settings unpacked data (.ini): %d bytes", g.SettingsIniData.size()))
20279
0
        {
20280
0
            InputTextMultiline("##Ini", (char*)(void*)g.SettingsIniData.c_str(), g.SettingsIniData.Buf.Size, ImVec2(-FLT_MIN, GetTextLineHeight() * 20), ImGuiInputTextFlags_ReadOnly);
20281
0
            TreePop();
20282
0
        }
20283
0
        TreePop();
20284
0
    }
20285
20286
    // Settings
20287
0
    if (TreeNode("Memory allocations"))
20288
0
    {
20289
0
        ImGuiDebugAllocInfo* info = &g.DebugAllocInfo;
20290
0
        Text("%d current allocations", info->TotalAllocCount - info->TotalFreeCount);
20291
0
        if (SmallButton("GC now")) { g.GcCompactAll = true; }
20292
0
        Text("Recent frames with allocations:");
20293
0
        int buf_size = IM_ARRAYSIZE(info->LastEntriesBuf);
20294
0
        for (int n = buf_size - 1; n >= 0; n--)
20295
0
        {
20296
0
            ImGuiDebugAllocEntry* entry = &info->LastEntriesBuf[(info->LastEntriesIdx - n + buf_size) % buf_size];
20297
0
            BulletText("Frame %06d: %+3d ( %2d malloc, %2d free )%s", entry->FrameCount, entry->AllocCount - entry->FreeCount, entry->AllocCount, entry->FreeCount, (n == 0) ? " (most recent)" : "");
20298
0
        }
20299
0
        TreePop();
20300
0
    }
20301
20302
0
    if (TreeNode("Inputs"))
20303
0
    {
20304
0
        Text("KEYBOARD/GAMEPAD/MOUSE KEYS");
20305
0
        {
20306
            // We iterate both legacy native range and named ImGuiKey ranges, which is a little odd but this allows displaying the data for old/new backends.
20307
            // User code should never have to go through such hoops! You can generally iterate between ImGuiKey_NamedKey_BEGIN and ImGuiKey_NamedKey_END.
20308
0
            Indent();
20309
0
#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO
20310
0
            struct funcs { static bool IsLegacyNativeDupe(ImGuiKey) { return false; } };
20311
#else
20312
            struct funcs { static bool IsLegacyNativeDupe(ImGuiKey key) { return key >= 0 && key < 512 && GetIO().KeyMap[key] != -1; } }; // Hide Native<>ImGuiKey duplicates when both exists in the array
20313
            //Text("Legacy raw:");      for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key++) { if (io.KeysDown[key]) { SameLine(); Text("\"%s\" %d", GetKeyName(key), key); } }
20314
#endif
20315
0
            Text("Keys down:");         for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key) || !IsKeyDown(key)) continue;     SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); SameLine(); Text("(%.02f)", GetKeyData(key)->DownDuration); }
20316
0
            Text("Keys pressed:");      for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key) || !IsKeyPressed(key)) continue;  SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); }
20317
0
            Text("Keys released:");     for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key) || !IsKeyReleased(key)) continue; SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); }
20318
0
            Text("Keys mods: %s%s%s%s", io.KeyCtrl ? "CTRL " : "", io.KeyShift ? "SHIFT " : "", io.KeyAlt ? "ALT " : "", io.KeySuper ? "SUPER " : "");
20319
0
            Text("Chars queue:");       for (int i = 0; i < io.InputQueueCharacters.Size; i++) { ImWchar c = io.InputQueueCharacters[i]; SameLine(); Text("\'%c\' (0x%04X)", (c > ' ' && c <= 255) ? (char)c : '?', c); } // FIXME: We should convert 'c' to UTF-8 here but the functions are not public.
20320
0
            DebugRenderKeyboardPreview(GetWindowDrawList());
20321
0
            Unindent();
20322
0
        }
20323
20324
0
        Text("MOUSE STATE");
20325
0
        {
20326
0
            Indent();
20327
0
            if (IsMousePosValid())
20328
0
                Text("Mouse pos: (%g, %g)", io.MousePos.x, io.MousePos.y);
20329
0
            else
20330
0
                Text("Mouse pos: <INVALID>");
20331
0
            Text("Mouse delta: (%g, %g)", io.MouseDelta.x, io.MouseDelta.y);
20332
0
            int count = IM_ARRAYSIZE(io.MouseDown);
20333
0
            Text("Mouse down:");     for (int i = 0; i < count; i++) if (IsMouseDown(i)) { SameLine(); Text("b%d (%.02f secs)", i, io.MouseDownDuration[i]); }
20334
0
            Text("Mouse clicked:");  for (int i = 0; i < count; i++) if (IsMouseClicked(i)) { SameLine(); Text("b%d (%d)", i, io.MouseClickedCount[i]); }
20335
0
            Text("Mouse released:"); for (int i = 0; i < count; i++) if (IsMouseReleased(i)) { SameLine(); Text("b%d", i); }
20336
0
            Text("Mouse wheel: %.1f", io.MouseWheel);
20337
0
            Text("MouseStationaryTimer: %.2f", g.MouseStationaryTimer);
20338
0
            Text("Mouse source: %s", GetMouseSourceName(io.MouseSource));
20339
0
            Text("Pen Pressure: %.1f", io.PenPressure); // Note: currently unused
20340
0
            Unindent();
20341
0
        }
20342
20343
0
        Text("MOUSE WHEELING");
20344
0
        {
20345
0
            Indent();
20346
0
            Text("WheelingWindow: '%s'", g.WheelingWindow ? g.WheelingWindow->Name : "NULL");
20347
0
            Text("WheelingWindowReleaseTimer: %.2f", g.WheelingWindowReleaseTimer);
20348
0
            Text("WheelingAxisAvg[] = { %.3f, %.3f }, Main Axis: %s", g.WheelingAxisAvg.x, g.WheelingAxisAvg.y, (g.WheelingAxisAvg.x > g.WheelingAxisAvg.y) ? "X" : (g.WheelingAxisAvg.x < g.WheelingAxisAvg.y) ? "Y" : "<none>");
20349
0
            Unindent();
20350
0
        }
20351
20352
0
        Text("KEY OWNERS");
20353
0
        {
20354
0
            Indent();
20355
0
            if (BeginChild("##owners", ImVec2(-FLT_MIN, GetTextLineHeightWithSpacing() * 8), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY, ImGuiWindowFlags_NoSavedSettings))
20356
0
                for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1))
20357
0
                {
20358
0
                    ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key);
20359
0
                    if (owner_data->OwnerCurr == ImGuiKeyOwner_None)
20360
0
                        continue;
20361
0
                    Text("%s: 0x%08X%s", GetKeyName(key), owner_data->OwnerCurr,
20362
0
                        owner_data->LockUntilRelease ? " LockUntilRelease" : owner_data->LockThisFrame ? " LockThisFrame" : "");
20363
0
                    DebugLocateItemOnHover(owner_data->OwnerCurr);
20364
0
                }
20365
0
            EndChild();
20366
0
            Unindent();
20367
0
        }
20368
0
        Text("SHORTCUT ROUTING");
20369
0
        SameLine();
20370
0
        MetricsHelpMarker("Declared shortcut routes automatically set key owner when mods matches.");
20371
0
        {
20372
0
            Indent();
20373
0
            if (BeginChild("##routes", ImVec2(-FLT_MIN, GetTextLineHeightWithSpacing() * 8), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY, ImGuiWindowFlags_NoSavedSettings))
20374
0
                for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1))
20375
0
                {
20376
0
                    ImGuiKeyRoutingTable* rt = &g.KeysRoutingTable;
20377
0
                    for (ImGuiKeyRoutingIndex idx = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; idx != -1; )
20378
0
                    {
20379
0
                        ImGuiKeyRoutingData* routing_data = &rt->Entries[idx];
20380
0
                        ImGuiKeyChord key_chord = key | routing_data->Mods;
20381
0
                        Text("%s: 0x%08X (scored %d)", GetKeyChordName(key_chord), routing_data->RoutingCurr, routing_data->RoutingCurrScore);
20382
0
                        DebugLocateItemOnHover(routing_data->RoutingCurr);
20383
0
                        if (g.IO.ConfigDebugIsDebuggerPresent)
20384
0
                        {
20385
0
                            SameLine();
20386
0
                            if (DebugBreakButton("**DebugBreak**", "in SetShortcutRouting() for this KeyChord"))
20387
0
                                g.DebugBreakInShortcutRouting = key_chord;
20388
0
                        }
20389
0
                        idx = routing_data->NextEntryIndex;
20390
0
                    }
20391
0
                }
20392
0
            EndChild();
20393
0
            Text("(ActiveIdUsing: AllKeyboardKeys: %d, NavDirMask: 0x%X)", g.ActiveIdUsingAllKeyboardKeys, g.ActiveIdUsingNavDirMask);
20394
0
            Unindent();
20395
0
        }
20396
0
        TreePop();
20397
0
    }
20398
20399
0
    if (TreeNode("Internal state"))
20400
0
    {
20401
0
        Text("WINDOWING");
20402
0
        Indent();
20403
0
        Text("HoveredWindow: '%s'", g.HoveredWindow ? g.HoveredWindow->Name : "NULL");
20404
0
        Text("HoveredWindow->Root: '%s'", g.HoveredWindow ? g.HoveredWindow->RootWindowDockTree->Name : "NULL");
20405
0
        Text("HoveredWindowUnderMovingWindow: '%s'", g.HoveredWindowUnderMovingWindow ? g.HoveredWindowUnderMovingWindow->Name : "NULL");
20406
0
        Text("HoveredDockNode: 0x%08X", g.DebugHoveredDockNode ? g.DebugHoveredDockNode->ID : 0);
20407
0
        Text("MovingWindow: '%s'", g.MovingWindow ? g.MovingWindow->Name : "NULL");
20408
0
        Text("MouseViewport: 0x%08X (UserHovered 0x%08X, LastHovered 0x%08X)", g.MouseViewport->ID, g.IO.MouseHoveredViewport, g.MouseLastHoveredViewport ? g.MouseLastHoveredViewport->ID : 0);
20409
0
        Unindent();
20410
20411
0
        Text("ITEMS");
20412
0
        Indent();
20413
0
        Text("ActiveId: 0x%08X/0x%08X (%.2f sec), AllowOverlap: %d, Source: %s", g.ActiveId, g.ActiveIdPreviousFrame, g.ActiveIdTimer, g.ActiveIdAllowOverlap, GetInputSourceName(g.ActiveIdSource));
20414
0
        DebugLocateItemOnHover(g.ActiveId);
20415
0
        Text("ActiveIdWindow: '%s'", g.ActiveIdWindow ? g.ActiveIdWindow->Name : "NULL");
20416
0
        Text("ActiveIdUsing: AllKeyboardKeys: %d, NavDirMask: %X", g.ActiveIdUsingAllKeyboardKeys, g.ActiveIdUsingNavDirMask);
20417
0
        Text("HoveredId: 0x%08X (%.2f sec), AllowOverlap: %d", g.HoveredIdPreviousFrame, g.HoveredIdTimer, g.HoveredIdAllowOverlap); // Not displaying g.HoveredId as it is update mid-frame
20418
0
        Text("HoverItemDelayId: 0x%08X, Timer: %.2f, ClearTimer: %.2f", g.HoverItemDelayId, g.HoverItemDelayTimer, g.HoverItemDelayClearTimer);
20419
0
        Text("DragDrop: %d, SourceId = 0x%08X, Payload \"%s\" (%d bytes)", g.DragDropActive, g.DragDropPayload.SourceId, g.DragDropPayload.DataType, g.DragDropPayload.DataSize);
20420
0
        DebugLocateItemOnHover(g.DragDropPayload.SourceId);
20421
0
        Unindent();
20422
20423
0
        Text("NAV,FOCUS");
20424
0
        Indent();
20425
0
        Text("NavWindow: '%s'", g.NavWindow ? g.NavWindow->Name : "NULL");
20426
0
        Text("NavId: 0x%08X, NavLayer: %d", g.NavId, g.NavLayer);
20427
0
        DebugLocateItemOnHover(g.NavId);
20428
0
        Text("NavInputSource: %s", GetInputSourceName(g.NavInputSource));
20429
0
        Text("NavLastValidSelectionUserData = %" IM_PRId64 " (0x%" IM_PRIX64 ")", g.NavLastValidSelectionUserData, g.NavLastValidSelectionUserData);
20430
0
        Text("NavActive: %d, NavVisible: %d", g.IO.NavActive, g.IO.NavVisible);
20431
0
        Text("NavActivateId/DownId/PressedId: %08X/%08X/%08X", g.NavActivateId, g.NavActivateDownId, g.NavActivatePressedId);
20432
0
        Text("NavActivateFlags: %04X", g.NavActivateFlags);
20433
0
        Text("NavDisableHighlight: %d, NavDisableMouseHover: %d", g.NavDisableHighlight, g.NavDisableMouseHover);
20434
0
        Text("NavFocusScopeId = 0x%08X", g.NavFocusScopeId);
20435
0
        Text("NavFocusRoute[] = ");
20436
0
        for (int path_n = g.NavFocusRoute.Size - 1; path_n >= 0; path_n--)
20437
0
        {
20438
0
            const ImGuiFocusScopeData& focus_scope = g.NavFocusRoute[path_n];
20439
0
            SameLine(0.0f, 0.0f);
20440
0
            Text("0x%08X/", focus_scope.ID);
20441
0
            SetItemTooltip("In window \"%s\"", FindWindowByID(focus_scope.WindowID)->Name);
20442
0
        }
20443
0
        Text("NavWindowingTarget: '%s'", g.NavWindowingTarget ? g.NavWindowingTarget->Name : "NULL");
20444
0
        Unindent();
20445
20446
0
        TreePop();
20447
0
    }
20448
20449
    // Overlay: Display windows Rectangles and Begin Order
20450
0
    if (cfg->ShowWindowsRects || cfg->ShowWindowsBeginOrder)
20451
0
    {
20452
0
        for (ImGuiWindow* window : g.Windows)
20453
0
        {
20454
0
            if (!window->WasActive)
20455
0
                continue;
20456
0
            ImDrawList* draw_list = GetForegroundDrawList(window);
20457
0
            if (cfg->ShowWindowsRects)
20458
0
            {
20459
0
                ImRect r = Funcs::GetWindowRect(window, cfg->ShowWindowsRectsType);
20460
0
                draw_list->AddRect(r.Min, r.Max, IM_COL32(255, 0, 128, 255));
20461
0
            }
20462
0
            if (cfg->ShowWindowsBeginOrder && !(window->Flags & ImGuiWindowFlags_ChildWindow))
20463
0
            {
20464
0
                char buf[32];
20465
0
                ImFormatString(buf, IM_ARRAYSIZE(buf), "%d", window->BeginOrderWithinContext);
20466
0
                float font_size = GetFontSize();
20467
0
                draw_list->AddRectFilled(window->Pos, window->Pos + ImVec2(font_size, font_size), IM_COL32(200, 100, 100, 255));
20468
0
                draw_list->AddText(window->Pos, IM_COL32(255, 255, 255, 255), buf);
20469
0
            }
20470
0
        }
20471
0
    }
20472
20473
    // Overlay: Display Tables Rectangles
20474
0
    if (cfg->ShowTablesRects)
20475
0
    {
20476
0
        for (int table_n = 0; table_n < g.Tables.GetMapSize(); table_n++)
20477
0
        {
20478
0
            ImGuiTable* table = g.Tables.TryGetMapData(table_n);
20479
0
            if (table == NULL || table->LastFrameActive < g.FrameCount - 1)
20480
0
                continue;
20481
0
            ImDrawList* draw_list = GetForegroundDrawList(table->OuterWindow);
20482
0
            if (cfg->ShowTablesRectsType >= TRT_ColumnsRect)
20483
0
            {
20484
0
                for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
20485
0
                {
20486
0
                    ImRect r = Funcs::GetTableRect(table, cfg->ShowTablesRectsType, column_n);
20487
0
                    ImU32 col = (table->HoveredColumnBody == column_n) ? IM_COL32(255, 255, 128, 255) : IM_COL32(255, 0, 128, 255);
20488
0
                    float thickness = (table->HoveredColumnBody == column_n) ? 3.0f : 1.0f;
20489
0
                    draw_list->AddRect(r.Min, r.Max, col, 0.0f, 0, thickness);
20490
0
                }
20491
0
            }
20492
0
            else
20493
0
            {
20494
0
                ImRect r = Funcs::GetTableRect(table, cfg->ShowTablesRectsType, -1);
20495
0
                draw_list->AddRect(r.Min, r.Max, IM_COL32(255, 0, 128, 255));
20496
0
            }
20497
0
        }
20498
0
    }
20499
20500
0
#ifdef IMGUI_HAS_DOCK
20501
    // Overlay: Display Docking info
20502
0
    if (cfg->ShowDockingNodes && g.IO.KeyCtrl && g.DebugHoveredDockNode)
20503
0
    {
20504
0
        char buf[64] = "";
20505
0
        char* p = buf;
20506
0
        ImGuiDockNode* node = g.DebugHoveredDockNode;
20507
0
        ImDrawList* overlay_draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList(GetMainViewport());
20508
0
        p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "DockId: %X%s\n", node->ID, node->IsCentralNode() ? " *CentralNode*" : "");
20509
0
        p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "WindowClass: %08X\n", node->WindowClass.ClassId);
20510
0
        p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "Size: (%.0f, %.0f)\n", node->Size.x, node->Size.y);
20511
0
        p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "SizeRef: (%.0f, %.0f)\n", node->SizeRef.x, node->SizeRef.y);
20512
0
        int depth = DockNodeGetDepth(node);
20513
0
        overlay_draw_list->AddRect(node->Pos + ImVec2(3, 3) * (float)depth, node->Pos + node->Size - ImVec2(3, 3) * (float)depth, IM_COL32(200, 100, 100, 255));
20514
0
        ImVec2 pos = node->Pos + ImVec2(3, 3) * (float)depth;
20515
0
        overlay_draw_list->AddRectFilled(pos - ImVec2(1, 1), pos + CalcTextSize(buf) + ImVec2(1, 1), IM_COL32(200, 100, 100, 255));
20516
0
        overlay_draw_list->AddText(NULL, 0.0f, pos, IM_COL32(255, 255, 255, 255), buf);
20517
0
    }
20518
0
#endif // #ifdef IMGUI_HAS_DOCK
20519
20520
0
    End();
20521
0
}
20522
20523
void ImGui::DebugBreakClearData()
20524
0
{
20525
    // Those fields are scattered in their respective subsystem to stay in hot-data locations
20526
0
    ImGuiContext& g = *GImGui;
20527
0
    g.DebugBreakInWindow = 0;
20528
0
    g.DebugBreakInTable = 0;
20529
0
    g.DebugBreakInShortcutRouting = ImGuiKey_None;
20530
0
}
20531
20532
void ImGui::DebugBreakButtonTooltip(bool keyboard_only, const char* description_of_location)
20533
0
{
20534
0
    if (!BeginItemTooltip())
20535
0
        return;
20536
0
    Text("To call IM_DEBUG_BREAK() %s:", description_of_location);
20537
0
    Separator();
20538
0
    TextUnformatted(keyboard_only ? "- Press 'Pause/Break' on keyboard." : "- Press 'Pause/Break' on keyboard.\n- or Click (may alter focus/active id).\n- or navigate using keyboard and press space.");
20539
0
    Separator();
20540
0
    TextUnformatted("Choose one way that doesn't interfere with what you are trying to debug!\nYou need a debugger attached or this will crash!");
20541
0
    EndTooltip();
20542
0
}
20543
20544
// Special button that doesn't take focus, doesn't take input owner, and can be activated without a click etc.
20545
// In order to reduce interferences with the contents we are trying to debug into.
20546
bool ImGui::DebugBreakButton(const char* label, const char* description_of_location)
20547
0
{
20548
0
    ImGuiWindow* window = GetCurrentWindow();
20549
0
    if (window->SkipItems)
20550
0
        return false;
20551
20552
0
    ImGuiContext& g = *GImGui;
20553
0
    const ImGuiID id = window->GetID(label);
20554
0
    const ImVec2 label_size = CalcTextSize(label, NULL, true);
20555
0
    ImVec2 pos = window->DC.CursorPos + ImVec2(0.0f, window->DC.CurrLineTextBaseOffset);
20556
0
    ImVec2 size = ImVec2(label_size.x + g.Style.FramePadding.x * 2.0f, label_size.y);
20557
20558
0
    const ImRect bb(pos, pos + size);
20559
0
    ItemSize(size, 0.0f);
20560
0
    if (!ItemAdd(bb, id))
20561
0
        return false;
20562
20563
    // WE DO NOT USE ButtonEx() or ButtonBehavior() in order to reduce our side-effects.
20564
0
    bool hovered = ItemHoverable(bb, id, g.CurrentItemFlags);
20565
0
    bool pressed = hovered && (IsKeyChordPressed(g.DebugBreakKeyChord) || IsMouseClicked(0) || g.NavActivateId == id);
20566
0
    DebugBreakButtonTooltip(false, description_of_location);
20567
20568
0
    ImVec4 col4f = GetStyleColorVec4(hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button);
20569
0
    ImVec4 hsv;
20570
0
    ColorConvertRGBtoHSV(col4f.x, col4f.y, col4f.z, hsv.x, hsv.y, hsv.z);
20571
0
    ColorConvertHSVtoRGB(hsv.x + 0.20f, hsv.y, hsv.z, col4f.x, col4f.y, col4f.z);
20572
20573
0
    RenderNavHighlight(bb, id);
20574
0
    RenderFrame(bb.Min, bb.Max, GetColorU32(col4f), true, g.Style.FrameRounding);
20575
0
    RenderTextClipped(bb.Min, bb.Max, label, NULL, &label_size, g.Style.ButtonTextAlign, &bb);
20576
20577
0
    IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags);
20578
0
    return pressed;
20579
0
}
20580
20581
// [DEBUG] Display contents of Columns
20582
void ImGui::DebugNodeColumns(ImGuiOldColumns* columns)
20583
0
{
20584
0
    if (!TreeNode((void*)(uintptr_t)columns->ID, "Columns Id: 0x%08X, Count: %d, Flags: 0x%04X", columns->ID, columns->Count, columns->Flags))
20585
0
        return;
20586
0
    BulletText("Width: %.1f (MinX: %.1f, MaxX: %.1f)", columns->OffMaxX - columns->OffMinX, columns->OffMinX, columns->OffMaxX);
20587
0
    for (ImGuiOldColumnData& column : columns->Columns)
20588
0
        BulletText("Column %02d: OffsetNorm %.3f (= %.1f px)", (int)columns->Columns.index_from_ptr(&column), column.OffsetNorm, GetColumnOffsetFromNorm(columns, column.OffsetNorm));
20589
0
    TreePop();
20590
0
}
20591
20592
static void DebugNodeDockNodeFlags(ImGuiDockNodeFlags* p_flags, const char* label, bool enabled)
20593
0
{
20594
0
    using namespace ImGui;
20595
0
    PushID(label);
20596
0
    PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0.0f, 0.0f));
20597
0
    Text("%s:", label);
20598
0
    if (!enabled)
20599
0
        BeginDisabled();
20600
0
    CheckboxFlags("NoResize", p_flags, ImGuiDockNodeFlags_NoResize);
20601
0
    CheckboxFlags("NoResizeX", p_flags, ImGuiDockNodeFlags_NoResizeX);
20602
0
    CheckboxFlags("NoResizeY",p_flags, ImGuiDockNodeFlags_NoResizeY);
20603
0
    CheckboxFlags("NoTabBar", p_flags, ImGuiDockNodeFlags_NoTabBar);
20604
0
    CheckboxFlags("HiddenTabBar", p_flags, ImGuiDockNodeFlags_HiddenTabBar);
20605
0
    CheckboxFlags("NoWindowMenuButton", p_flags, ImGuiDockNodeFlags_NoWindowMenuButton);
20606
0
    CheckboxFlags("NoCloseButton", p_flags, ImGuiDockNodeFlags_NoCloseButton);
20607
0
    CheckboxFlags("DockedWindowsInFocusRoute", p_flags, ImGuiDockNodeFlags_DockedWindowsInFocusRoute);
20608
0
    CheckboxFlags("NoDocking", p_flags, ImGuiDockNodeFlags_NoDocking); // Multiple flags
20609
0
    CheckboxFlags("NoDockingSplit", p_flags, ImGuiDockNodeFlags_NoDockingSplit);
20610
0
    CheckboxFlags("NoDockingSplitOther", p_flags, ImGuiDockNodeFlags_NoDockingSplitOther);
20611
0
    CheckboxFlags("NoDockingOver", p_flags, ImGuiDockNodeFlags_NoDockingOverMe);
20612
0
    CheckboxFlags("NoDockingOverOther", p_flags, ImGuiDockNodeFlags_NoDockingOverOther);
20613
0
    CheckboxFlags("NoDockingOverEmpty", p_flags, ImGuiDockNodeFlags_NoDockingOverEmpty);
20614
0
    CheckboxFlags("NoUndocking", p_flags, ImGuiDockNodeFlags_NoUndocking);
20615
0
    if (!enabled)
20616
0
        EndDisabled();
20617
0
    PopStyleVar();
20618
0
    PopID();
20619
0
}
20620
20621
// [DEBUG] Display contents of ImDockNode
20622
void ImGui::DebugNodeDockNode(ImGuiDockNode* node, const char* label)
20623
0
{
20624
0
    ImGuiContext& g = *GImGui;
20625
0
    const bool is_alive = (g.FrameCount - node->LastFrameAlive < 2);    // Submitted with ImGuiDockNodeFlags_KeepAliveOnly
20626
0
    const bool is_active = (g.FrameCount - node->LastFrameActive < 2);  // Submitted
20627
0
    if (!is_alive) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); }
20628
0
    bool open;
20629
0
    ImGuiTreeNodeFlags tree_node_flags = node->IsFocused ? ImGuiTreeNodeFlags_Selected : ImGuiTreeNodeFlags_None;
20630
0
    if (node->Windows.Size > 0)
20631
0
        open = TreeNodeEx((void*)(intptr_t)node->ID, tree_node_flags, "%s 0x%04X%s: %d windows (vis: '%s')", label, node->ID, node->IsVisible ? "" : " (hidden)", node->Windows.Size, node->VisibleWindow ? node->VisibleWindow->Name : "NULL");
20632
0
    else
20633
0
        open = TreeNodeEx((void*)(intptr_t)node->ID, tree_node_flags, "%s 0x%04X%s: %s (vis: '%s')", label, node->ID, node->IsVisible ? "" : " (hidden)", (node->SplitAxis == ImGuiAxis_X) ? "horizontal split" : (node->SplitAxis == ImGuiAxis_Y) ? "vertical split" : "empty", node->VisibleWindow ? node->VisibleWindow->Name : "NULL");
20634
0
    if (!is_alive) { PopStyleColor(); }
20635
0
    if (is_active && IsItemHovered())
20636
0
        if (ImGuiWindow* window = node->HostWindow ? node->HostWindow : node->VisibleWindow)
20637
0
            GetForegroundDrawList(window)->AddRect(node->Pos, node->Pos + node->Size, IM_COL32(255, 255, 0, 255));
20638
0
    if (open)
20639
0
    {
20640
0
        IM_ASSERT(node->ChildNodes[0] == NULL || node->ChildNodes[0]->ParentNode == node);
20641
0
        IM_ASSERT(node->ChildNodes[1] == NULL || node->ChildNodes[1]->ParentNode == node);
20642
0
        BulletText("Pos (%.0f,%.0f), Size (%.0f, %.0f) Ref (%.0f, %.0f)",
20643
0
            node->Pos.x, node->Pos.y, node->Size.x, node->Size.y, node->SizeRef.x, node->SizeRef.y);
20644
0
        DebugNodeWindow(node->HostWindow, "HostWindow");
20645
0
        DebugNodeWindow(node->VisibleWindow, "VisibleWindow");
20646
0
        BulletText("SelectedTabID: 0x%08X, LastFocusedNodeID: 0x%08X", node->SelectedTabId, node->LastFocusedNodeId);
20647
0
        BulletText("Misc:%s%s%s%s%s%s%s",
20648
0
            node->IsDockSpace() ? " IsDockSpace" : "",
20649
0
            node->IsCentralNode() ? " IsCentralNode" : "",
20650
0
            is_alive ? " IsAlive" : "", is_active ? " IsActive" : "", node->IsFocused ? " IsFocused" : "",
20651
0
            node->WantLockSizeOnce ? " WantLockSizeOnce" : "",
20652
0
            node->HasCentralNodeChild ? " HasCentralNodeChild" : "");
20653
0
        if (TreeNode("flags", "Flags Merged: 0x%04X, Local: 0x%04X, InWindows: 0x%04X, Shared: 0x%04X", node->MergedFlags, node->LocalFlags, node->LocalFlagsInWindows, node->SharedFlags))
20654
0
        {
20655
0
            if (BeginTable("flags", 4))
20656
0
            {
20657
0
                TableNextColumn(); DebugNodeDockNodeFlags(&node->MergedFlags, "MergedFlags", false);
20658
0
                TableNextColumn(); DebugNodeDockNodeFlags(&node->LocalFlags, "LocalFlags", true);
20659
0
                TableNextColumn(); DebugNodeDockNodeFlags(&node->LocalFlagsInWindows, "LocalFlagsInWindows", false);
20660
0
                TableNextColumn(); DebugNodeDockNodeFlags(&node->SharedFlags, "SharedFlags", true);
20661
0
                EndTable();
20662
0
            }
20663
0
            TreePop();
20664
0
        }
20665
0
        if (node->ParentNode)
20666
0
            DebugNodeDockNode(node->ParentNode, "ParentNode");
20667
0
        if (node->ChildNodes[0])
20668
0
            DebugNodeDockNode(node->ChildNodes[0], "Child[0]");
20669
0
        if (node->ChildNodes[1])
20670
0
            DebugNodeDockNode(node->ChildNodes[1], "Child[1]");
20671
0
        if (node->TabBar)
20672
0
            DebugNodeTabBar(node->TabBar, "TabBar");
20673
0
        DebugNodeWindowsList(&node->Windows, "Windows");
20674
20675
0
        TreePop();
20676
0
    }
20677
0
}
20678
20679
static void FormatTextureIDForDebugDisplay(char* buf, int buf_size, ImTextureID tex_id)
20680
0
{
20681
0
    union { void* ptr; int integer; } tex_id_opaque;
20682
0
    memcpy(&tex_id_opaque, &tex_id, ImMin(sizeof(void*), sizeof(tex_id)));
20683
0
    if (sizeof(tex_id) >= sizeof(void*))
20684
0
        ImFormatString(buf, buf_size, "0x%p", tex_id_opaque.ptr);
20685
0
    else
20686
0
        ImFormatString(buf, buf_size, "0x%04X", tex_id_opaque.integer);
20687
0
}
20688
20689
// [DEBUG] Display contents of ImDrawList
20690
// Note that both 'window' and 'viewport' may be NULL here. Viewport is generally null of destroyed popups which previously owned a viewport.
20691
void ImGui::DebugNodeDrawList(ImGuiWindow* window, ImGuiViewportP* viewport, const ImDrawList* draw_list, const char* label)
20692
0
{
20693
0
    ImGuiContext& g = *GImGui;
20694
0
    ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig;
20695
0
    int cmd_count = draw_list->CmdBuffer.Size;
20696
0
    if (cmd_count > 0 && draw_list->CmdBuffer.back().ElemCount == 0 && draw_list->CmdBuffer.back().UserCallback == NULL)
20697
0
        cmd_count--;
20698
0
    bool node_open = TreeNode(draw_list, "%s: '%s' %d vtx, %d indices, %d cmds", label, draw_list->_OwnerName ? draw_list->_OwnerName : "", draw_list->VtxBuffer.Size, draw_list->IdxBuffer.Size, cmd_count);
20699
0
    if (draw_list == GetWindowDrawList())
20700
0
    {
20701
0
        SameLine();
20702
0
        TextColored(ImVec4(1.0f, 0.4f, 0.4f, 1.0f), "CURRENTLY APPENDING"); // Can't display stats for active draw list! (we don't have the data double-buffered)
20703
0
        if (node_open)
20704
0
            TreePop();
20705
0
        return;
20706
0
    }
20707
20708
0
    ImDrawList* fg_draw_list = viewport ? GetForegroundDrawList(viewport) : NULL; // Render additional visuals into the top-most draw list
20709
0
    if (window && IsItemHovered() && fg_draw_list)
20710
0
        fg_draw_list->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255));
20711
0
    if (!node_open)
20712
0
        return;
20713
20714
0
    if (window && !window->WasActive)
20715
0
        TextDisabled("Warning: owning Window is inactive. This DrawList is not being rendered!");
20716
20717
0
    for (const ImDrawCmd* pcmd = draw_list->CmdBuffer.Data; pcmd < draw_list->CmdBuffer.Data + cmd_count; pcmd++)
20718
0
    {
20719
0
        if (pcmd->UserCallback)
20720
0
        {
20721
0
            BulletText("Callback %p, user_data %p", pcmd->UserCallback, pcmd->UserCallbackData);
20722
0
            continue;
20723
0
        }
20724
20725
0
        char texid_desc[20];
20726
0
        FormatTextureIDForDebugDisplay(texid_desc, IM_ARRAYSIZE(texid_desc), pcmd->TextureId);
20727
0
        char buf[300];
20728
0
        ImFormatString(buf, IM_ARRAYSIZE(buf), "DrawCmd:%5d tris, Tex %s, ClipRect (%4.0f,%4.0f)-(%4.0f,%4.0f)",
20729
0
            pcmd->ElemCount / 3, texid_desc, pcmd->ClipRect.x, pcmd->ClipRect.y, pcmd->ClipRect.z, pcmd->ClipRect.w);
20730
0
        bool pcmd_node_open = TreeNode((void*)(pcmd - draw_list->CmdBuffer.begin()), "%s", buf);
20731
0
        if (IsItemHovered() && (cfg->ShowDrawCmdMesh || cfg->ShowDrawCmdBoundingBoxes) && fg_draw_list)
20732
0
            DebugNodeDrawCmdShowMeshAndBoundingBox(fg_draw_list, draw_list, pcmd, cfg->ShowDrawCmdMesh, cfg->ShowDrawCmdBoundingBoxes);
20733
0
        if (!pcmd_node_open)
20734
0
            continue;
20735
20736
        // Calculate approximate coverage area (touched pixel count)
20737
        // This will be in pixels squared as long there's no post-scaling happening to the renderer output.
20738
0
        const ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL;
20739
0
        const ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data + pcmd->VtxOffset;
20740
0
        float total_area = 0.0f;
20741
0
        for (unsigned int idx_n = pcmd->IdxOffset; idx_n < pcmd->IdxOffset + pcmd->ElemCount; )
20742
0
        {
20743
0
            ImVec2 triangle[3];
20744
0
            for (int n = 0; n < 3; n++, idx_n++)
20745
0
                triangle[n] = vtx_buffer[idx_buffer ? idx_buffer[idx_n] : idx_n].pos;
20746
0
            total_area += ImTriangleArea(triangle[0], triangle[1], triangle[2]);
20747
0
        }
20748
20749
        // Display vertex information summary. Hover to get all triangles drawn in wire-frame
20750
0
        ImFormatString(buf, IM_ARRAYSIZE(buf), "Mesh: ElemCount: %d, VtxOffset: +%d, IdxOffset: +%d, Area: ~%0.f px", pcmd->ElemCount, pcmd->VtxOffset, pcmd->IdxOffset, total_area);
20751
0
        Selectable(buf);
20752
0
        if (IsItemHovered() && fg_draw_list)
20753
0
            DebugNodeDrawCmdShowMeshAndBoundingBox(fg_draw_list, draw_list, pcmd, true, false);
20754
20755
        // Display individual triangles/vertices. Hover on to get the corresponding triangle highlighted.
20756
0
        ImGuiListClipper clipper;
20757
0
        clipper.Begin(pcmd->ElemCount / 3); // Manually coarse clip our print out of individual vertices to save CPU, only items that may be visible.
20758
0
        while (clipper.Step())
20759
0
            for (int prim = clipper.DisplayStart, idx_i = pcmd->IdxOffset + clipper.DisplayStart * 3; prim < clipper.DisplayEnd; prim++)
20760
0
            {
20761
0
                char* buf_p = buf, * buf_end = buf + IM_ARRAYSIZE(buf);
20762
0
                ImVec2 triangle[3];
20763
0
                for (int n = 0; n < 3; n++, idx_i++)
20764
0
                {
20765
0
                    const ImDrawVert& v = vtx_buffer[idx_buffer ? idx_buffer[idx_i] : idx_i];
20766
0
                    triangle[n] = v.pos;
20767
0
                    buf_p += ImFormatString(buf_p, buf_end - buf_p, "%s %04d: pos (%8.2f,%8.2f), uv (%.6f,%.6f), col %08X\n",
20768
0
                        (n == 0) ? "Vert:" : "     ", idx_i, v.pos.x, v.pos.y, v.uv.x, v.uv.y, v.col);
20769
0
                }
20770
20771
0
                Selectable(buf, false);
20772
0
                if (fg_draw_list && IsItemHovered())
20773
0
                {
20774
0
                    ImDrawListFlags backup_flags = fg_draw_list->Flags;
20775
0
                    fg_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines is more readable for very large and thin triangles.
20776
0
                    fg_draw_list->AddPolyline(triangle, 3, IM_COL32(255, 255, 0, 255), ImDrawFlags_Closed, 1.0f);
20777
0
                    fg_draw_list->Flags = backup_flags;
20778
0
                }
20779
0
            }
20780
0
        TreePop();
20781
0
    }
20782
0
    TreePop();
20783
0
}
20784
20785
// [DEBUG] Display mesh/aabb of a ImDrawCmd
20786
void ImGui::DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList* out_draw_list, const ImDrawList* draw_list, const ImDrawCmd* draw_cmd, bool show_mesh, bool show_aabb)
20787
0
{
20788
0
    IM_ASSERT(show_mesh || show_aabb);
20789
20790
    // Draw wire-frame version of all triangles
20791
0
    ImRect clip_rect = draw_cmd->ClipRect;
20792
0
    ImRect vtxs_rect(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX);
20793
0
    ImDrawListFlags backup_flags = out_draw_list->Flags;
20794
0
    out_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines is more readable for very large and thin triangles.
20795
0
    for (unsigned int idx_n = draw_cmd->IdxOffset, idx_end = draw_cmd->IdxOffset + draw_cmd->ElemCount; idx_n < idx_end; )
20796
0
    {
20797
0
        ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL; // We don't hold on those pointers past iterations as ->AddPolyline() may invalidate them if out_draw_list==draw_list
20798
0
        ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data + draw_cmd->VtxOffset;
20799
20800
0
        ImVec2 triangle[3];
20801
0
        for (int n = 0; n < 3; n++, idx_n++)
20802
0
            vtxs_rect.Add((triangle[n] = vtx_buffer[idx_buffer ? idx_buffer[idx_n] : idx_n].pos));
20803
0
        if (show_mesh)
20804
0
            out_draw_list->AddPolyline(triangle, 3, IM_COL32(255, 255, 0, 255), ImDrawFlags_Closed, 1.0f); // In yellow: mesh triangles
20805
0
    }
20806
    // Draw bounding boxes
20807
0
    if (show_aabb)
20808
0
    {
20809
0
        out_draw_list->AddRect(ImTrunc(clip_rect.Min), ImTrunc(clip_rect.Max), IM_COL32(255, 0, 255, 255)); // In pink: clipping rectangle submitted to GPU
20810
0
        out_draw_list->AddRect(ImTrunc(vtxs_rect.Min), ImTrunc(vtxs_rect.Max), IM_COL32(0, 255, 255, 255)); // In cyan: bounding box of triangles
20811
0
    }
20812
0
    out_draw_list->Flags = backup_flags;
20813
0
}
20814
20815
// [DEBUG] Display details for a single font, called by ShowStyleEditor().
20816
void ImGui::DebugNodeFont(ImFont* font)
20817
0
{
20818
0
    bool opened = TreeNode(font, "Font: \"%s\"\n%.2f px, %d glyphs, %d file(s)",
20819
0
        font->ConfigData ? font->ConfigData[0].Name : "", font->FontSize, font->Glyphs.Size, font->ConfigDataCount);
20820
0
    SameLine();
20821
0
    if (SmallButton("Set as default"))
20822
0
        GetIO().FontDefault = font;
20823
0
    if (!opened)
20824
0
        return;
20825
20826
    // Display preview text
20827
0
    PushFont(font);
20828
0
    Text("The quick brown fox jumps over the lazy dog");
20829
0
    PopFont();
20830
20831
    // Display details
20832
0
    SetNextItemWidth(GetFontSize() * 8);
20833
0
    DragFloat("Font scale", &font->Scale, 0.005f, 0.3f, 2.0f, "%.1f");
20834
0
    SameLine(); MetricsHelpMarker(
20835
0
        "Note that the default embedded font is NOT meant to be scaled.\n\n"
20836
0
        "Font are currently rendered into bitmaps at a given size at the time of building the atlas. "
20837
0
        "You may oversample them to get some flexibility with scaling. "
20838
0
        "You can also render at multiple sizes and select which one to use at runtime.\n\n"
20839
0
        "(Glimmer of hope: the atlas system will be rewritten in the future to make scaling more flexible.)");
20840
0
    Text("Ascent: %f, Descent: %f, Height: %f", font->Ascent, font->Descent, font->Ascent - font->Descent);
20841
0
    char c_str[5];
20842
0
    Text("Fallback character: '%s' (U+%04X)", ImTextCharToUtf8(c_str, font->FallbackChar), font->FallbackChar);
20843
0
    Text("Ellipsis character: '%s' (U+%04X)", ImTextCharToUtf8(c_str, font->EllipsisChar), font->EllipsisChar);
20844
0
    const int surface_sqrt = (int)ImSqrt((float)font->MetricsTotalSurface);
20845
0
    Text("Texture Area: about %d px ~%dx%d px", font->MetricsTotalSurface, surface_sqrt, surface_sqrt);
20846
0
    for (int config_i = 0; config_i < font->ConfigDataCount; config_i++)
20847
0
        if (font->ConfigData)
20848
0
            if (const ImFontConfig* cfg = &font->ConfigData[config_i])
20849
0
                BulletText("Input %d: \'%s\', Oversample: (%d,%d), PixelSnapH: %d, Offset: (%.1f,%.1f)",
20850
0
                    config_i, cfg->Name, cfg->OversampleH, cfg->OversampleV, cfg->PixelSnapH, cfg->GlyphOffset.x, cfg->GlyphOffset.y);
20851
20852
    // Display all glyphs of the fonts in separate pages of 256 characters
20853
0
    if (TreeNode("Glyphs", "Glyphs (%d)", font->Glyphs.Size))
20854
0
    {
20855
0
        ImDrawList* draw_list = GetWindowDrawList();
20856
0
        const ImU32 glyph_col = GetColorU32(ImGuiCol_Text);
20857
0
        const float cell_size = font->FontSize * 1;
20858
0
        const float cell_spacing = GetStyle().ItemSpacing.y;
20859
0
        for (unsigned int base = 0; base <= IM_UNICODE_CODEPOINT_MAX; base += 256)
20860
0
        {
20861
            // Skip ahead if a large bunch of glyphs are not present in the font (test in chunks of 4k)
20862
            // This is only a small optimization to reduce the number of iterations when IM_UNICODE_MAX_CODEPOINT
20863
            // is large // (if ImWchar==ImWchar32 we will do at least about 272 queries here)
20864
0
            if (!(base & 4095) && font->IsGlyphRangeUnused(base, base + 4095))
20865
0
            {
20866
0
                base += 4096 - 256;
20867
0
                continue;
20868
0
            }
20869
20870
0
            int count = 0;
20871
0
            for (unsigned int n = 0; n < 256; n++)
20872
0
                if (font->FindGlyphNoFallback((ImWchar)(base + n)))
20873
0
                    count++;
20874
0
            if (count <= 0)
20875
0
                continue;
20876
0
            if (!TreeNode((void*)(intptr_t)base, "U+%04X..U+%04X (%d %s)", base, base + 255, count, count > 1 ? "glyphs" : "glyph"))
20877
0
                continue;
20878
20879
            // Draw a 16x16 grid of glyphs
20880
0
            ImVec2 base_pos = GetCursorScreenPos();
20881
0
            for (unsigned int n = 0; n < 256; n++)
20882
0
            {
20883
                // We use ImFont::RenderChar as a shortcut because we don't have UTF-8 conversion functions
20884
                // available here and thus cannot easily generate a zero-terminated UTF-8 encoded string.
20885
0
                ImVec2 cell_p1(base_pos.x + (n % 16) * (cell_size + cell_spacing), base_pos.y + (n / 16) * (cell_size + cell_spacing));
20886
0
                ImVec2 cell_p2(cell_p1.x + cell_size, cell_p1.y + cell_size);
20887
0
                const ImFontGlyph* glyph = font->FindGlyphNoFallback((ImWchar)(base + n));
20888
0
                draw_list->AddRect(cell_p1, cell_p2, glyph ? IM_COL32(255, 255, 255, 100) : IM_COL32(255, 255, 255, 50));
20889
0
                if (!glyph)
20890
0
                    continue;
20891
0
                font->RenderChar(draw_list, cell_size, cell_p1, glyph_col, (ImWchar)(base + n));
20892
0
                if (IsMouseHoveringRect(cell_p1, cell_p2) && BeginTooltip())
20893
0
                {
20894
0
                    DebugNodeFontGlyph(font, glyph);
20895
0
                    EndTooltip();
20896
0
                }
20897
0
            }
20898
0
            Dummy(ImVec2((cell_size + cell_spacing) * 16, (cell_size + cell_spacing) * 16));
20899
0
            TreePop();
20900
0
        }
20901
0
        TreePop();
20902
0
    }
20903
0
    TreePop();
20904
0
}
20905
20906
void ImGui::DebugNodeFontGlyph(ImFont*, const ImFontGlyph* glyph)
20907
0
{
20908
0
    Text("Codepoint: U+%04X", glyph->Codepoint);
20909
0
    Separator();
20910
0
    Text("Visible: %d", glyph->Visible);
20911
0
    Text("AdvanceX: %.1f", glyph->AdvanceX);
20912
0
    Text("Pos: (%.2f,%.2f)->(%.2f,%.2f)", glyph->X0, glyph->Y0, glyph->X1, glyph->Y1);
20913
0
    Text("UV: (%.3f,%.3f)->(%.3f,%.3f)", glyph->U0, glyph->V0, glyph->U1, glyph->V1);
20914
0
}
20915
20916
// [DEBUG] Display contents of ImGuiStorage
20917
void ImGui::DebugNodeStorage(ImGuiStorage* storage, const char* label)
20918
0
{
20919
0
    if (!TreeNode(label, "%s: %d entries, %d bytes", label, storage->Data.Size, storage->Data.size_in_bytes()))
20920
0
        return;
20921
0
    for (const ImGuiStorage::ImGuiStoragePair& p : storage->Data)
20922
0
        BulletText("Key 0x%08X Value { i: %d }", p.key, p.val_i); // Important: we currently don't store a type, real value may not be integer.
20923
0
    TreePop();
20924
0
}
20925
20926
// [DEBUG] Display contents of ImGuiTabBar
20927
void ImGui::DebugNodeTabBar(ImGuiTabBar* tab_bar, const char* label)
20928
0
{
20929
    // Standalone tab bars (not associated to docking/windows functionality) currently hold no discernible strings.
20930
0
    char buf[256];
20931
0
    char* p = buf;
20932
0
    const char* buf_end = buf + IM_ARRAYSIZE(buf);
20933
0
    const bool is_active = (tab_bar->PrevFrameVisible >= GetFrameCount() - 2);
20934
0
    p += ImFormatString(p, buf_end - p, "%s 0x%08X (%d tabs)%s  {", label, tab_bar->ID, tab_bar->Tabs.Size, is_active ? "" : " *Inactive*");
20935
0
    for (int tab_n = 0; tab_n < ImMin(tab_bar->Tabs.Size, 3); tab_n++)
20936
0
    {
20937
0
        ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];
20938
0
        p += ImFormatString(p, buf_end - p, "%s'%s'", tab_n > 0 ? ", " : "", TabBarGetTabName(tab_bar, tab));
20939
0
    }
20940
0
    p += ImFormatString(p, buf_end - p, (tab_bar->Tabs.Size > 3) ? " ... }" : " } ");
20941
0
    if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); }
20942
0
    bool open = TreeNode(label, "%s", buf);
20943
0
    if (!is_active) { PopStyleColor(); }
20944
0
    if (is_active && IsItemHovered())
20945
0
    {
20946
0
        ImDrawList* draw_list = GetForegroundDrawList();
20947
0
        draw_list->AddRect(tab_bar->BarRect.Min, tab_bar->BarRect.Max, IM_COL32(255, 255, 0, 255));
20948
0
        draw_list->AddLine(ImVec2(tab_bar->ScrollingRectMinX, tab_bar->BarRect.Min.y), ImVec2(tab_bar->ScrollingRectMinX, tab_bar->BarRect.Max.y), IM_COL32(0, 255, 0, 255));
20949
0
        draw_list->AddLine(ImVec2(tab_bar->ScrollingRectMaxX, tab_bar->BarRect.Min.y), ImVec2(tab_bar->ScrollingRectMaxX, tab_bar->BarRect.Max.y), IM_COL32(0, 255, 0, 255));
20950
0
    }
20951
0
    if (open)
20952
0
    {
20953
0
        for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++)
20954
0
        {
20955
0
            ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];
20956
0
            PushID(tab);
20957
0
            if (SmallButton("<")) { TabBarQueueReorder(tab_bar, tab, -1); } SameLine(0, 2);
20958
0
            if (SmallButton(">")) { TabBarQueueReorder(tab_bar, tab, +1); } SameLine();
20959
0
            Text("%02d%c Tab 0x%08X '%s' Offset: %.2f, Width: %.2f/%.2f",
20960
0
                tab_n, (tab->ID == tab_bar->SelectedTabId) ? '*' : ' ', tab->ID, TabBarGetTabName(tab_bar, tab), tab->Offset, tab->Width, tab->ContentWidth);
20961
0
            PopID();
20962
0
        }
20963
0
        TreePop();
20964
0
    }
20965
0
}
20966
20967
void ImGui::DebugNodeViewport(ImGuiViewportP* viewport)
20968
0
{
20969
0
    ImGuiContext& g = *GImGui;
20970
0
    SetNextItemOpen(true, ImGuiCond_Once);
20971
0
    bool open = TreeNode((void*)(intptr_t)viewport->ID, "Viewport #%d, ID: 0x%08X, Parent: 0x%08X, Window: \"%s\"", viewport->Idx, viewport->ID, viewport->ParentViewportId, viewport->Window ? viewport->Window->Name : "N/A");
20972
0
    if (IsItemHovered())
20973
0
        g.DebugMetricsConfig.HighlightViewportID = viewport->ID;
20974
0
    if (open)
20975
0
    {
20976
0
        ImGuiWindowFlags flags = viewport->Flags;
20977
0
        BulletText("Main Pos: (%.0f,%.0f), Size: (%.0f,%.0f)\nWorkArea Offset Left: %.0f Top: %.0f, Right: %.0f, Bottom: %.0f\nMonitor: %d, DpiScale: %.0f%%",
20978
0
            viewport->Pos.x, viewport->Pos.y, viewport->Size.x, viewport->Size.y,
20979
0
            viewport->WorkOffsetMin.x, viewport->WorkOffsetMin.y, viewport->WorkOffsetMax.x, viewport->WorkOffsetMax.y,
20980
0
            viewport->PlatformMonitor, viewport->DpiScale * 100.0f);
20981
0
        if (viewport->Idx > 0) { SameLine(); if (SmallButton("Reset Pos")) { viewport->Pos = ImVec2(200, 200); viewport->UpdateWorkRect(); if (viewport->Window) viewport->Window->Pos = viewport->Pos; } }
20982
0
        BulletText("Flags: 0x%04X =%s%s%s%s%s%s%s%s%s%s%s%s%s", viewport->Flags,
20983
            //(flags & ImGuiViewportFlags_IsPlatformWindow) ? " IsPlatformWindow" : "", // Omitting because it is the standard
20984
0
            (flags & ImGuiViewportFlags_IsPlatformMonitor) ? " IsPlatformMonitor" : "",
20985
0
            (flags & ImGuiViewportFlags_IsMinimized) ? " IsMinimized" : "",
20986
0
            (flags & ImGuiViewportFlags_IsFocused) ? " IsFocused" : "",
20987
0
            (flags & ImGuiViewportFlags_OwnedByApp) ? " OwnedByApp" : "",
20988
0
            (flags & ImGuiViewportFlags_NoDecoration) ? " NoDecoration" : "",
20989
0
            (flags & ImGuiViewportFlags_NoTaskBarIcon) ? " NoTaskBarIcon" : "",
20990
0
            (flags & ImGuiViewportFlags_NoFocusOnAppearing) ? " NoFocusOnAppearing" : "",
20991
0
            (flags & ImGuiViewportFlags_NoFocusOnClick) ? " NoFocusOnClick" : "",
20992
0
            (flags & ImGuiViewportFlags_NoInputs) ? " NoInputs" : "",
20993
0
            (flags & ImGuiViewportFlags_NoRendererClear) ? " NoRendererClear" : "",
20994
0
            (flags & ImGuiViewportFlags_NoAutoMerge) ? " NoAutoMerge" : "",
20995
0
            (flags & ImGuiViewportFlags_TopMost) ? " TopMost" : "",
20996
0
            (flags & ImGuiViewportFlags_CanHostOtherWindows) ? " CanHostOtherWindows" : "");
20997
0
        for (ImDrawList* draw_list : viewport->DrawDataP.CmdLists)
20998
0
            DebugNodeDrawList(NULL, viewport, draw_list, "DrawList");
20999
0
        TreePop();
21000
0
    }
21001
0
}
21002
21003
void ImGui::DebugNodeWindow(ImGuiWindow* window, const char* label)
21004
0
{
21005
0
    if (window == NULL)
21006
0
    {
21007
0
        BulletText("%s: NULL", label);
21008
0
        return;
21009
0
    }
21010
21011
0
    ImGuiContext& g = *GImGui;
21012
0
    const bool is_active = window->WasActive;
21013
0
    ImGuiTreeNodeFlags tree_node_flags = (window == g.NavWindow) ? ImGuiTreeNodeFlags_Selected : ImGuiTreeNodeFlags_None;
21014
0
    if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); }
21015
0
    const bool open = TreeNodeEx(label, tree_node_flags, "%s '%s'%s", label, window->Name, is_active ? "" : " *Inactive*");
21016
0
    if (!is_active) { PopStyleColor(); }
21017
0
    if (IsItemHovered() && is_active)
21018
0
        GetForegroundDrawList(window)->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255));
21019
0
    if (!open)
21020
0
        return;
21021
21022
0
    if (window->MemoryCompacted)
21023
0
        TextDisabled("Note: some memory buffers have been compacted/freed.");
21024
21025
0
    if (g.IO.ConfigDebugIsDebuggerPresent && DebugBreakButton("**DebugBreak**", "in Begin()"))
21026
0
        g.DebugBreakInWindow = window->ID;
21027
21028
0
    ImGuiWindowFlags flags = window->Flags;
21029
0
    DebugNodeDrawList(window, window->Viewport, window->DrawList, "DrawList");
21030
0
    BulletText("Pos: (%.1f,%.1f), Size: (%.1f,%.1f), ContentSize (%.1f,%.1f) Ideal (%.1f,%.1f)", window->Pos.x, window->Pos.y, window->Size.x, window->Size.y, window->ContentSize.x, window->ContentSize.y, window->ContentSizeIdeal.x, window->ContentSizeIdeal.y);
21031
0
    BulletText("Flags: 0x%08X (%s%s%s%s%s%s%s%s%s..)", flags,
21032
0
        (flags & ImGuiWindowFlags_ChildWindow)  ? "Child " : "",      (flags & ImGuiWindowFlags_Tooltip)     ? "Tooltip "   : "",  (flags & ImGuiWindowFlags_Popup) ? "Popup " : "",
21033
0
        (flags & ImGuiWindowFlags_Modal)        ? "Modal " : "",      (flags & ImGuiWindowFlags_ChildMenu)   ? "ChildMenu " : "",  (flags & ImGuiWindowFlags_NoSavedSettings) ? "NoSavedSettings " : "",
21034
0
        (flags & ImGuiWindowFlags_NoMouseInputs)? "NoMouseInputs":"", (flags & ImGuiWindowFlags_NoNavInputs) ? "NoNavInputs" : "", (flags & ImGuiWindowFlags_AlwaysAutoResize) ? "AlwaysAutoResize" : "");
21035
0
    BulletText("WindowClassId: 0x%08X", window->WindowClass.ClassId);
21036
0
    BulletText("Scroll: (%.2f/%.2f,%.2f/%.2f) Scrollbar:%s%s", window->Scroll.x, window->ScrollMax.x, window->Scroll.y, window->ScrollMax.y, window->ScrollbarX ? "X" : "", window->ScrollbarY ? "Y" : "");
21037
0
    BulletText("Active: %d/%d, WriteAccessed: %d, BeginOrderWithinContext: %d", window->Active, window->WasActive, window->WriteAccessed, (window->Active || window->WasActive) ? window->BeginOrderWithinContext : -1);
21038
0
    BulletText("Appearing: %d, Hidden: %d (CanSkip %d Cannot %d), SkipItems: %d", window->Appearing, window->Hidden, window->HiddenFramesCanSkipItems, window->HiddenFramesCannotSkipItems, window->SkipItems);
21039
0
    for (int layer = 0; layer < ImGuiNavLayer_COUNT; layer++)
21040
0
    {
21041
0
        ImRect r = window->NavRectRel[layer];
21042
0
        if (r.Min.x >= r.Max.y && r.Min.y >= r.Max.y)
21043
0
            BulletText("NavLastIds[%d]: 0x%08X", layer, window->NavLastIds[layer]);
21044
0
        else
21045
0
            BulletText("NavLastIds[%d]: 0x%08X at +(%.1f,%.1f)(%.1f,%.1f)", layer, window->NavLastIds[layer], r.Min.x, r.Min.y, r.Max.x, r.Max.y);
21046
0
        DebugLocateItemOnHover(window->NavLastIds[layer]);
21047
0
    }
21048
0
    const ImVec2* pr = window->NavPreferredScoringPosRel;
21049
0
    for (int layer = 0; layer < ImGuiNavLayer_COUNT; layer++)
21050
0
        BulletText("NavPreferredScoringPosRel[%d] = {%.1f,%.1f)", layer, (pr[layer].x == FLT_MAX ? -99999.0f : pr[layer].x), (pr[layer].y == FLT_MAX ? -99999.0f : pr[layer].y)); // Display as 99999.0f so it looks neater.
21051
0
    BulletText("NavLayersActiveMask: %X, NavLastChildNavWindow: %s", window->DC.NavLayersActiveMask, window->NavLastChildNavWindow ? window->NavLastChildNavWindow->Name : "NULL");
21052
21053
0
    BulletText("Viewport: %d%s, ViewportId: 0x%08X, ViewportPos: (%.1f,%.1f)", window->Viewport ? window->Viewport->Idx : -1, window->ViewportOwned ? " (Owned)" : "", window->ViewportId, window->ViewportPos.x, window->ViewportPos.y);
21054
0
    BulletText("ViewportMonitor: %d", window->Viewport ? window->Viewport->PlatformMonitor : -1);
21055
0
    BulletText("DockId: 0x%04X, DockOrder: %d, Act: %d, Vis: %d", window->DockId, window->DockOrder, window->DockIsActive, window->DockTabIsVisible);
21056
0
    if (window->DockNode || window->DockNodeAsHost)
21057
0
        DebugNodeDockNode(window->DockNodeAsHost ? window->DockNodeAsHost : window->DockNode, window->DockNodeAsHost ? "DockNodeAsHost" : "DockNode");
21058
21059
0
    if (window->RootWindow != window)               { DebugNodeWindow(window->RootWindow, "RootWindow"); }
21060
0
    if (window->RootWindowDockTree != window->RootWindow) { DebugNodeWindow(window->RootWindowDockTree, "RootWindowDockTree"); }
21061
0
    if (window->ParentWindow != NULL)               { DebugNodeWindow(window->ParentWindow, "ParentWindow"); }
21062
0
    if (window->ParentWindowForFocusRoute != NULL)  { DebugNodeWindow(window->ParentWindowForFocusRoute, "ParentWindowForFocusRoute"); }
21063
0
    if (window->DC.ChildWindows.Size > 0)           { DebugNodeWindowsList(&window->DC.ChildWindows, "ChildWindows"); }
21064
0
    if (window->ColumnsStorage.Size > 0 && TreeNode("Columns", "Columns sets (%d)", window->ColumnsStorage.Size))
21065
0
    {
21066
0
        for (ImGuiOldColumns& columns : window->ColumnsStorage)
21067
0
            DebugNodeColumns(&columns);
21068
0
        TreePop();
21069
0
    }
21070
0
    DebugNodeStorage(&window->StateStorage, "Storage");
21071
0
    TreePop();
21072
0
}
21073
21074
void ImGui::DebugNodeWindowSettings(ImGuiWindowSettings* settings)
21075
0
{
21076
0
    if (settings->WantDelete)
21077
0
        BeginDisabled();
21078
0
    Text("0x%08X \"%s\" Pos (%d,%d) Size (%d,%d) Collapsed=%d",
21079
0
        settings->ID, settings->GetName(), settings->Pos.x, settings->Pos.y, settings->Size.x, settings->Size.y, settings->Collapsed);
21080
0
    if (settings->WantDelete)
21081
0
        EndDisabled();
21082
0
}
21083
21084
void ImGui::DebugNodeWindowsList(ImVector<ImGuiWindow*>* windows, const char* label)
21085
0
{
21086
0
    if (!TreeNode(label, "%s (%d)", label, windows->Size))
21087
0
        return;
21088
0
    for (int i = windows->Size - 1; i >= 0; i--) // Iterate front to back
21089
0
    {
21090
0
        PushID((*windows)[i]);
21091
0
        DebugNodeWindow((*windows)[i], "Window");
21092
0
        PopID();
21093
0
    }
21094
0
    TreePop();
21095
0
}
21096
21097
// FIXME-OPT: This is technically suboptimal, but it is simpler this way.
21098
void ImGui::DebugNodeWindowsListByBeginStackParent(ImGuiWindow** windows, int windows_size, ImGuiWindow* parent_in_begin_stack)
21099
0
{
21100
0
    for (int i = 0; i < windows_size; i++)
21101
0
    {
21102
0
        ImGuiWindow* window = windows[i];
21103
0
        if (window->ParentWindowInBeginStack != parent_in_begin_stack)
21104
0
            continue;
21105
0
        char buf[20];
21106
0
        ImFormatString(buf, IM_ARRAYSIZE(buf), "[%04d] Window", window->BeginOrderWithinContext);
21107
        //BulletText("[%04d] Window '%s'", window->BeginOrderWithinContext, window->Name);
21108
0
        DebugNodeWindow(window, buf);
21109
0
        Indent();
21110
0
        DebugNodeWindowsListByBeginStackParent(windows + i + 1, windows_size - i - 1, window);
21111
0
        Unindent();
21112
0
    }
21113
0
}
21114
21115
//-----------------------------------------------------------------------------
21116
// [SECTION] DEBUG LOG WINDOW
21117
//-----------------------------------------------------------------------------
21118
21119
void ImGui::DebugLog(const char* fmt, ...)
21120
0
{
21121
0
    va_list args;
21122
0
    va_start(args, fmt);
21123
0
    DebugLogV(fmt, args);
21124
0
    va_end(args);
21125
0
}
21126
21127
void ImGui::DebugLogV(const char* fmt, va_list args)
21128
0
{
21129
0
    ImGuiContext& g = *GImGui;
21130
0
    const int old_size = g.DebugLogBuf.size();
21131
0
    g.DebugLogBuf.appendf("[%05d] ", g.FrameCount);
21132
0
    g.DebugLogBuf.appendfv(fmt, args);
21133
0
    g.DebugLogIndex.append(g.DebugLogBuf.c_str(), old_size, g.DebugLogBuf.size());
21134
0
    if (g.DebugLogFlags & ImGuiDebugLogFlags_OutputToTTY)
21135
0
        IMGUI_DEBUG_PRINTF("%s", g.DebugLogBuf.begin() + old_size);
21136
#ifdef IMGUI_ENABLE_TEST_ENGINE
21137
    if (g.DebugLogFlags & ImGuiDebugLogFlags_OutputToTestEngine)
21138
        IMGUI_TEST_ENGINE_LOG("%s", g.DebugLogBuf.begin() + old_size);
21139
#endif
21140
0
}
21141
21142
// FIXME-LAYOUT: To be done automatically via layout mode once we rework ItemSize/ItemAdd into ItemLayout.
21143
static void SameLineOrWrap(const ImVec2& size)
21144
0
{
21145
0
    ImGuiContext& g = *GImGui;
21146
0
    ImGuiWindow* window = g.CurrentWindow;
21147
0
    ImVec2 pos(window->DC.CursorPosPrevLine.x + g.Style.ItemSpacing.x, window->DC.CursorPosPrevLine.y);
21148
0
    if (window->ClipRect.Contains(ImRect(pos, pos + size)))
21149
0
        ImGui::SameLine();
21150
0
}
21151
21152
static void ShowDebugLogFlag(const char* name, ImGuiDebugLogFlags flags)
21153
0
{
21154
0
    ImGuiContext& g = *GImGui;
21155
0
    ImVec2 size(ImGui::GetFrameHeight() + g.Style.ItemInnerSpacing.x + ImGui::CalcTextSize(name).x, ImGui::GetFrameHeight());
21156
0
    SameLineOrWrap(size); // FIXME-LAYOUT: To be done automatically once we rework ItemSize/ItemAdd into ItemLayout.
21157
0
    if (ImGui::CheckboxFlags(name, &g.DebugLogFlags, flags) && g.IO.KeyShift && (g.DebugLogFlags & flags) != 0)
21158
0
    {
21159
0
        g.DebugLogAutoDisableFrames = 2;
21160
0
        g.DebugLogAutoDisableFlags |= flags;
21161
0
    }
21162
0
    ImGui::SetItemTooltip("Hold SHIFT when clicking to enable for 2 frames only (useful for spammy log entries)");
21163
0
}
21164
21165
void ImGui::ShowDebugLogWindow(bool* p_open)
21166
0
{
21167
0
    ImGuiContext& g = *GImGui;
21168
0
    if (!(g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize))
21169
0
        SetNextWindowSize(ImVec2(0.0f, GetFontSize() * 12.0f), ImGuiCond_FirstUseEver);
21170
0
    if (!Begin("Dear ImGui Debug Log", p_open) || GetCurrentWindow()->BeginCount > 1)
21171
0
    {
21172
0
        End();
21173
0
        return;
21174
0
    }
21175
21176
0
    ImGuiDebugLogFlags all_enable_flags = ImGuiDebugLogFlags_EventMask_ & ~ImGuiDebugLogFlags_EventInputRouting;
21177
0
    CheckboxFlags("All", &g.DebugLogFlags, all_enable_flags);
21178
0
    SetItemTooltip("(except InputRouting which is spammy)");
21179
21180
0
    ShowDebugLogFlag("ActiveId", ImGuiDebugLogFlags_EventActiveId);
21181
0
    ShowDebugLogFlag("Clipper", ImGuiDebugLogFlags_EventClipper);
21182
0
    ShowDebugLogFlag("Docking", ImGuiDebugLogFlags_EventDocking);
21183
0
    ShowDebugLogFlag("Focus", ImGuiDebugLogFlags_EventFocus);
21184
0
    ShowDebugLogFlag("IO", ImGuiDebugLogFlags_EventIO);
21185
0
    ShowDebugLogFlag("Nav", ImGuiDebugLogFlags_EventNav);
21186
0
    ShowDebugLogFlag("Popup", ImGuiDebugLogFlags_EventPopup);
21187
    //ShowDebugLogFlag("Selection", ImGuiDebugLogFlags_EventSelection);
21188
0
    ShowDebugLogFlag("Viewport", ImGuiDebugLogFlags_EventViewport);
21189
0
    ShowDebugLogFlag("InputRouting", ImGuiDebugLogFlags_EventInputRouting);
21190
21191
0
    if (SmallButton("Clear"))
21192
0
    {
21193
0
        g.DebugLogBuf.clear();
21194
0
        g.DebugLogIndex.clear();
21195
0
    }
21196
0
    SameLine();
21197
0
    if (SmallButton("Copy"))
21198
0
        SetClipboardText(g.DebugLogBuf.c_str());
21199
0
    BeginChild("##log", ImVec2(0.0f, 0.0f), ImGuiChildFlags_Border, ImGuiWindowFlags_AlwaysVerticalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar);
21200
21201
0
    const ImGuiDebugLogFlags backup_log_flags = g.DebugLogFlags;
21202
0
    g.DebugLogFlags &= ~ImGuiDebugLogFlags_EventClipper;
21203
21204
0
    ImGuiListClipper clipper;
21205
0
    clipper.Begin(g.DebugLogIndex.size());
21206
0
    while (clipper.Step())
21207
0
        for (int line_no = clipper.DisplayStart; line_no < clipper.DisplayEnd; line_no++)
21208
0
        {
21209
0
            const char* line_begin = g.DebugLogIndex.get_line_begin(g.DebugLogBuf.c_str(), line_no);
21210
0
            const char* line_end = g.DebugLogIndex.get_line_end(g.DebugLogBuf.c_str(), line_no);
21211
0
            TextUnformatted(line_begin, line_end); // Display line
21212
0
            ImRect text_rect = g.LastItemData.Rect;
21213
0
            if (IsItemHovered())
21214
0
                for (const char* p = line_begin; p <= line_end - 10; p++) // Search for 0x???????? identifiers
21215
0
                {
21216
0
                    ImGuiID id = 0;
21217
0
                    if (p[0] != '0' || (p[1] != 'x' && p[1] != 'X') || sscanf(p + 2, "%X", &id) != 1)
21218
0
                        continue;
21219
0
                    ImVec2 p0 = CalcTextSize(line_begin, p);
21220
0
                    ImVec2 p1 = CalcTextSize(p, p + 10);
21221
0
                    g.LastItemData.Rect = ImRect(text_rect.Min + ImVec2(p0.x, 0.0f), text_rect.Min + ImVec2(p0.x + p1.x, p1.y));
21222
0
                    if (IsMouseHoveringRect(g.LastItemData.Rect.Min, g.LastItemData.Rect.Max, true))
21223
0
                        DebugLocateItemOnHover(id);
21224
0
                    p += 10;
21225
0
                }
21226
0
        }
21227
0
    g.DebugLogFlags = backup_log_flags;
21228
0
    if (GetScrollY() >= GetScrollMaxY())
21229
0
        SetScrollHereY(1.0f);
21230
0
    EndChild();
21231
21232
0
    End();
21233
0
}
21234
21235
//-----------------------------------------------------------------------------
21236
// [SECTION] OTHER DEBUG TOOLS (ITEM PICKER, ID STACK TOOL)
21237
//-----------------------------------------------------------------------------
21238
21239
// Draw a small cross at current CursorPos in current window's DrawList
21240
void ImGui::DebugDrawCursorPos(ImU32 col)
21241
0
{
21242
0
    ImGuiContext& g = *GImGui;
21243
0
    ImGuiWindow* window = g.CurrentWindow;
21244
0
    ImVec2 pos = window->DC.CursorPos;
21245
0
    window->DrawList->AddLine(ImVec2(pos.x, pos.y - 3.0f), ImVec2(pos.x, pos.y + 4.0f), col, 1.0f);
21246
0
    window->DrawList->AddLine(ImVec2(pos.x - 3.0f, pos.y), ImVec2(pos.x + 4.0f, pos.y), col, 1.0f);
21247
0
}
21248
21249
// Draw a 10px wide rectangle around CurposPos.x using Line Y1/Y2 in current window's DrawList
21250
void ImGui::DebugDrawLineExtents(ImU32 col)
21251
0
{
21252
0
    ImGuiContext& g = *GImGui;
21253
0
    ImGuiWindow* window = g.CurrentWindow;
21254
0
    float curr_x = window->DC.CursorPos.x;
21255
0
    float line_y1 = (window->DC.IsSameLine ? window->DC.CursorPosPrevLine.y : window->DC.CursorPos.y);
21256
0
    float line_y2 = line_y1 + (window->DC.IsSameLine ? window->DC.PrevLineSize.y : window->DC.CurrLineSize.y);
21257
0
    window->DrawList->AddLine(ImVec2(curr_x - 5.0f, line_y1), ImVec2(curr_x + 5.0f, line_y1), col, 1.0f);
21258
0
    window->DrawList->AddLine(ImVec2(curr_x - 0.5f, line_y1), ImVec2(curr_x - 0.5f, line_y2), col, 1.0f);
21259
0
    window->DrawList->AddLine(ImVec2(curr_x - 5.0f, line_y2), ImVec2(curr_x + 5.0f, line_y2), col, 1.0f);
21260
0
}
21261
21262
// Draw last item rect in ForegroundDrawList (so it is always visible)
21263
void ImGui::DebugDrawItemRect(ImU32 col)
21264
0
{
21265
0
    ImGuiContext& g = *GImGui;
21266
0
    ImGuiWindow* window = g.CurrentWindow;
21267
0
    GetForegroundDrawList(window)->AddRect(g.LastItemData.Rect.Min, g.LastItemData.Rect.Max, col);
21268
0
}
21269
21270
// [DEBUG] Locate item position/rectangle given an ID.
21271
static const ImU32 DEBUG_LOCATE_ITEM_COLOR = IM_COL32(0, 255, 0, 255);  // Green
21272
21273
void ImGui::DebugLocateItem(ImGuiID target_id)
21274
0
{
21275
0
    ImGuiContext& g = *GImGui;
21276
0
    g.DebugLocateId = target_id;
21277
0
    g.DebugLocateFrames = 2;
21278
0
    g.DebugBreakInLocateId = false;
21279
0
}
21280
21281
// FIXME: Doesn't work over through a modal window, because they clear HoveredWindow.
21282
void ImGui::DebugLocateItemOnHover(ImGuiID target_id)
21283
0
{
21284
0
    if (target_id == 0 || !IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenBlockedByPopup))
21285
0
        return;
21286
0
    ImGuiContext& g = *GImGui;
21287
0
    DebugLocateItem(target_id);
21288
0
    GetForegroundDrawList(g.CurrentWindow)->AddRect(g.LastItemData.Rect.Min - ImVec2(3.0f, 3.0f), g.LastItemData.Rect.Max + ImVec2(3.0f, 3.0f), DEBUG_LOCATE_ITEM_COLOR);
21289
21290
    // Can't easily use a context menu here because it will mess with focus, active id etc.
21291
0
    if (g.IO.ConfigDebugIsDebuggerPresent && g.MouseStationaryTimer > 1.0f)
21292
0
    {
21293
0
        DebugBreakButtonTooltip(false, "in ItemAdd()");
21294
0
        if (IsKeyChordPressed(g.DebugBreakKeyChord))
21295
0
            g.DebugBreakInLocateId = true;
21296
0
    }
21297
0
}
21298
21299
void ImGui::DebugLocateItemResolveWithLastItem()
21300
0
{
21301
0
    ImGuiContext& g = *GImGui;
21302
21303
    // [DEBUG] Debug break requested by user
21304
0
    if (g.DebugBreakInLocateId)
21305
0
        IM_DEBUG_BREAK();
21306
21307
0
    ImGuiLastItemData item_data = g.LastItemData;
21308
0
    g.DebugLocateId = 0;
21309
0
    ImDrawList* draw_list = GetForegroundDrawList(g.CurrentWindow);
21310
0
    ImRect r = item_data.Rect;
21311
0
    r.Expand(3.0f);
21312
0
    ImVec2 p1 = g.IO.MousePos;
21313
0
    ImVec2 p2 = ImVec2((p1.x < r.Min.x) ? r.Min.x : (p1.x > r.Max.x) ? r.Max.x : p1.x, (p1.y < r.Min.y) ? r.Min.y : (p1.y > r.Max.y) ? r.Max.y : p1.y);
21314
0
    draw_list->AddRect(r.Min, r.Max, DEBUG_LOCATE_ITEM_COLOR);
21315
0
    draw_list->AddLine(p1, p2, DEBUG_LOCATE_ITEM_COLOR);
21316
0
}
21317
21318
void ImGui::DebugStartItemPicker()
21319
0
{
21320
0
    ImGuiContext& g = *GImGui;
21321
0
    g.DebugItemPickerActive = true;
21322
0
}
21323
21324
// [DEBUG] Item picker tool - start with DebugStartItemPicker() - useful to visually select an item and break into its call-stack.
21325
void ImGui::UpdateDebugToolItemPicker()
21326
0
{
21327
0
    ImGuiContext& g = *GImGui;
21328
0
    g.DebugItemPickerBreakId = 0;
21329
0
    if (!g.DebugItemPickerActive)
21330
0
        return;
21331
21332
0
    const ImGuiID hovered_id = g.HoveredIdPreviousFrame;
21333
0
    SetMouseCursor(ImGuiMouseCursor_Hand);
21334
0
    if (IsKeyPressed(ImGuiKey_Escape))
21335
0
        g.DebugItemPickerActive = false;
21336
0
    const bool change_mapping = g.IO.KeyMods == (ImGuiMod_Ctrl | ImGuiMod_Shift);
21337
0
    if (!change_mapping && IsMouseClicked(g.DebugItemPickerMouseButton) && hovered_id)
21338
0
    {
21339
0
        g.DebugItemPickerBreakId = hovered_id;
21340
0
        g.DebugItemPickerActive = false;
21341
0
    }
21342
0
    for (int mouse_button = 0; mouse_button < 3; mouse_button++)
21343
0
        if (change_mapping && IsMouseClicked(mouse_button))
21344
0
            g.DebugItemPickerMouseButton = (ImU8)mouse_button;
21345
0
    SetNextWindowBgAlpha(0.70f);
21346
0
    if (!BeginTooltip())
21347
0
        return;
21348
0
    Text("HoveredId: 0x%08X", hovered_id);
21349
0
    Text("Press ESC to abort picking.");
21350
0
    const char* mouse_button_names[] = { "Left", "Right", "Middle" };
21351
0
    if (change_mapping)
21352
0
        Text("Remap w/ Ctrl+Shift: click anywhere to select new mouse button.");
21353
0
    else
21354
0
        TextColored(GetStyleColorVec4(hovered_id ? ImGuiCol_Text : ImGuiCol_TextDisabled), "Click %s Button to break in debugger! (remap w/ Ctrl+Shift)", mouse_button_names[g.DebugItemPickerMouseButton]);
21355
0
    EndTooltip();
21356
0
}
21357
21358
// [DEBUG] ID Stack Tool: update queries. Called by NewFrame()
21359
void ImGui::UpdateDebugToolStackQueries()
21360
0
{
21361
0
    ImGuiContext& g = *GImGui;
21362
0
    ImGuiIDStackTool* tool = &g.DebugIDStackTool;
21363
21364
    // Clear hook when id stack tool is not visible
21365
0
    g.DebugHookIdInfo = 0;
21366
0
    if (g.FrameCount != tool->LastActiveFrame + 1)
21367
0
        return;
21368
21369
    // Update queries. The steps are: -1: query Stack, >= 0: query each stack item
21370
    // We can only perform 1 ID Info query every frame. This is designed so the GetID() tests are cheap and constant-time
21371
0
    const ImGuiID query_id = g.HoveredIdPreviousFrame ? g.HoveredIdPreviousFrame : g.ActiveId;
21372
0
    if (tool->QueryId != query_id)
21373
0
    {
21374
0
        tool->QueryId = query_id;
21375
0
        tool->StackLevel = -1;
21376
0
        tool->Results.resize(0);
21377
0
    }
21378
0
    if (query_id == 0)
21379
0
        return;
21380
21381
    // Advance to next stack level when we got our result, or after 2 frames (in case we never get a result)
21382
0
    int stack_level = tool->StackLevel;
21383
0
    if (stack_level >= 0 && stack_level < tool->Results.Size)
21384
0
        if (tool->Results[stack_level].QuerySuccess || tool->Results[stack_level].QueryFrameCount > 2)
21385
0
            tool->StackLevel++;
21386
21387
    // Update hook
21388
0
    stack_level = tool->StackLevel;
21389
0
    if (stack_level == -1)
21390
0
        g.DebugHookIdInfo = query_id;
21391
0
    if (stack_level >= 0 && stack_level < tool->Results.Size)
21392
0
    {
21393
0
        g.DebugHookIdInfo = tool->Results[stack_level].ID;
21394
0
        tool->Results[stack_level].QueryFrameCount++;
21395
0
    }
21396
0
}
21397
21398
// [DEBUG] ID Stack tool: hooks called by GetID() family functions
21399
void ImGui::DebugHookIdInfo(ImGuiID id, ImGuiDataType data_type, const void* data_id, const void* data_id_end)
21400
0
{
21401
0
    ImGuiContext& g = *GImGui;
21402
0
    ImGuiWindow* window = g.CurrentWindow;
21403
0
    ImGuiIDStackTool* tool = &g.DebugIDStackTool;
21404
21405
    // Step 0: stack query
21406
    // This assumes that the ID was computed with the current ID stack, which tends to be the case for our widget.
21407
0
    if (tool->StackLevel == -1)
21408
0
    {
21409
0
        tool->StackLevel++;
21410
0
        tool->Results.resize(window->IDStack.Size + 1, ImGuiStackLevelInfo());
21411
0
        for (int n = 0; n < window->IDStack.Size + 1; n++)
21412
0
            tool->Results[n].ID = (n < window->IDStack.Size) ? window->IDStack[n] : id;
21413
0
        return;
21414
0
    }
21415
21416
    // Step 1+: query for individual level
21417
0
    IM_ASSERT(tool->StackLevel >= 0);
21418
0
    if (tool->StackLevel != window->IDStack.Size)
21419
0
        return;
21420
0
    ImGuiStackLevelInfo* info = &tool->Results[tool->StackLevel];
21421
0
    IM_ASSERT(info->ID == id && info->QueryFrameCount > 0);
21422
21423
0
    switch (data_type)
21424
0
    {
21425
0
    case ImGuiDataType_S32:
21426
0
        ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "%d", (int)(intptr_t)data_id);
21427
0
        break;
21428
0
    case ImGuiDataType_String:
21429
0
        ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "%.*s", data_id_end ? (int)((const char*)data_id_end - (const char*)data_id) : (int)strlen((const char*)data_id), (const char*)data_id);
21430
0
        break;
21431
0
    case ImGuiDataType_Pointer:
21432
0
        ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "(void*)0x%p", data_id);
21433
0
        break;
21434
0
    case ImGuiDataType_ID:
21435
0
        if (info->Desc[0] != 0) // PushOverrideID() is often used to avoid hashing twice, which would lead to 2 calls to DebugHookIdInfo(). We prioritize the first one.
21436
0
            return;
21437
0
        ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "0x%08X [override]", id);
21438
0
        break;
21439
0
    default:
21440
0
        IM_ASSERT(0);
21441
0
    }
21442
0
    info->QuerySuccess = true;
21443
0
    info->DataType = data_type;
21444
0
}
21445
21446
static int StackToolFormatLevelInfo(ImGuiIDStackTool* tool, int n, bool format_for_ui, char* buf, size_t buf_size)
21447
0
{
21448
0
    ImGuiStackLevelInfo* info = &tool->Results[n];
21449
0
    ImGuiWindow* window = (info->Desc[0] == 0 && n == 0) ? ImGui::FindWindowByID(info->ID) : NULL;
21450
0
    if (window)                                                                 // Source: window name (because the root ID don't call GetID() and so doesn't get hooked)
21451
0
        return ImFormatString(buf, buf_size, format_for_ui ? "\"%s\" [window]" : "%s", window->Name);
21452
0
    if (info->QuerySuccess)                                                     // Source: GetID() hooks (prioritize over ItemInfo() because we frequently use patterns like: PushID(str), Button("") where they both have same id)
21453
0
        return ImFormatString(buf, buf_size, (format_for_ui && info->DataType == ImGuiDataType_String) ? "\"%s\"" : "%s", info->Desc);
21454
0
    if (tool->StackLevel < tool->Results.Size)                                  // Only start using fallback below when all queries are done, so during queries we don't flickering ??? markers.
21455
0
        return (*buf = 0);
21456
#ifdef IMGUI_ENABLE_TEST_ENGINE
21457
    if (const char* label = ImGuiTestEngine_FindItemDebugLabel(GImGui, info->ID))   // Source: ImGuiTestEngine's ItemInfo()
21458
        return ImFormatString(buf, buf_size, format_for_ui ? "??? \"%s\"" : "%s", label);
21459
#endif
21460
0
    return ImFormatString(buf, buf_size, "???");
21461
0
}
21462
21463
// ID Stack Tool: Display UI
21464
void ImGui::ShowIDStackToolWindow(bool* p_open)
21465
0
{
21466
0
    ImGuiContext& g = *GImGui;
21467
0
    if (!(g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize))
21468
0
        SetNextWindowSize(ImVec2(0.0f, GetFontSize() * 8.0f), ImGuiCond_FirstUseEver);
21469
0
    if (!Begin("Dear ImGui ID Stack Tool", p_open) || GetCurrentWindow()->BeginCount > 1)
21470
0
    {
21471
0
        End();
21472
0
        return;
21473
0
    }
21474
21475
    // Display hovered/active status
21476
0
    ImGuiIDStackTool* tool = &g.DebugIDStackTool;
21477
0
    const ImGuiID hovered_id = g.HoveredIdPreviousFrame;
21478
0
    const ImGuiID active_id = g.ActiveId;
21479
#ifdef IMGUI_ENABLE_TEST_ENGINE
21480
    Text("HoveredId: 0x%08X (\"%s\"), ActiveId:  0x%08X (\"%s\")", hovered_id, hovered_id ? ImGuiTestEngine_FindItemDebugLabel(&g, hovered_id) : "", active_id, active_id ? ImGuiTestEngine_FindItemDebugLabel(&g, active_id) : "");
21481
#else
21482
0
    Text("HoveredId: 0x%08X, ActiveId:  0x%08X", hovered_id, active_id);
21483
0
#endif
21484
0
    SameLine();
21485
0
    MetricsHelpMarker("Hover an item with the mouse to display elements of the ID Stack leading to the item's final ID.\nEach level of the stack correspond to a PushID() call.\nAll levels of the stack are hashed together to make the final ID of a widget (ID displayed at the bottom level of the stack).\nRead FAQ entry about the ID stack for details.");
21486
21487
    // CTRL+C to copy path
21488
0
    const float time_since_copy = (float)g.Time - tool->CopyToClipboardLastTime;
21489
0
    Checkbox("Ctrl+C: copy path to clipboard", &tool->CopyToClipboardOnCtrlC);
21490
0
    SameLine();
21491
0
    TextColored((time_since_copy >= 0.0f && time_since_copy < 0.75f && ImFmod(time_since_copy, 0.25f) < 0.25f * 0.5f) ? ImVec4(1.f, 1.f, 0.3f, 1.f) : ImVec4(), "*COPIED*");
21492
0
    if (tool->CopyToClipboardOnCtrlC && Shortcut(ImGuiMod_Ctrl | ImGuiKey_C, 0, ImGuiInputFlags_RouteGlobal))
21493
0
    {
21494
0
        tool->CopyToClipboardLastTime = (float)g.Time;
21495
0
        char* p = g.TempBuffer.Data;
21496
0
        char* p_end = p + g.TempBuffer.Size;
21497
0
        for (int stack_n = 0; stack_n < tool->Results.Size && p + 3 < p_end; stack_n++)
21498
0
        {
21499
0
            *p++ = '/';
21500
0
            char level_desc[256];
21501
0
            StackToolFormatLevelInfo(tool, stack_n, false, level_desc, IM_ARRAYSIZE(level_desc));
21502
0
            for (int n = 0; level_desc[n] && p + 2 < p_end; n++)
21503
0
            {
21504
0
                if (level_desc[n] == '/')
21505
0
                    *p++ = '\\';
21506
0
                *p++ = level_desc[n];
21507
0
            }
21508
0
        }
21509
0
        *p = '\0';
21510
0
        SetClipboardText(g.TempBuffer.Data);
21511
0
    }
21512
21513
    // Display decorated stack
21514
0
    tool->LastActiveFrame = g.FrameCount;
21515
0
    if (tool->Results.Size > 0 && BeginTable("##table", 3, ImGuiTableFlags_Borders))
21516
0
    {
21517
0
        const float id_width = CalcTextSize("0xDDDDDDDD").x;
21518
0
        TableSetupColumn("Seed", ImGuiTableColumnFlags_WidthFixed, id_width);
21519
0
        TableSetupColumn("PushID", ImGuiTableColumnFlags_WidthStretch);
21520
0
        TableSetupColumn("Result", ImGuiTableColumnFlags_WidthFixed, id_width);
21521
0
        TableHeadersRow();
21522
0
        for (int n = 0; n < tool->Results.Size; n++)
21523
0
        {
21524
0
            ImGuiStackLevelInfo* info = &tool->Results[n];
21525
0
            TableNextColumn();
21526
0
            Text("0x%08X", (n > 0) ? tool->Results[n - 1].ID : 0);
21527
0
            TableNextColumn();
21528
0
            StackToolFormatLevelInfo(tool, n, true, g.TempBuffer.Data, g.TempBuffer.Size);
21529
0
            TextUnformatted(g.TempBuffer.Data);
21530
0
            TableNextColumn();
21531
0
            Text("0x%08X", info->ID);
21532
0
            if (n == tool->Results.Size - 1)
21533
0
                TableSetBgColor(ImGuiTableBgTarget_CellBg, GetColorU32(ImGuiCol_Header));
21534
0
        }
21535
0
        EndTable();
21536
0
    }
21537
0
    End();
21538
0
}
21539
21540
#else
21541
21542
void ImGui::ShowMetricsWindow(bool*) {}
21543
void ImGui::ShowFontAtlas(ImFontAtlas*) {}
21544
void ImGui::DebugNodeColumns(ImGuiOldColumns*) {}
21545
void ImGui::DebugNodeDrawList(ImGuiWindow*, ImGuiViewportP*, const ImDrawList*, const char*) {}
21546
void ImGui::DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList*, const ImDrawList*, const ImDrawCmd*, bool, bool) {}
21547
void ImGui::DebugNodeFont(ImFont*) {}
21548
void ImGui::DebugNodeStorage(ImGuiStorage*, const char*) {}
21549
void ImGui::DebugNodeTabBar(ImGuiTabBar*, const char*) {}
21550
void ImGui::DebugNodeWindow(ImGuiWindow*, const char*) {}
21551
void ImGui::DebugNodeWindowSettings(ImGuiWindowSettings*) {}
21552
void ImGui::DebugNodeWindowsList(ImVector<ImGuiWindow*>*, const char*) {}
21553
void ImGui::DebugNodeViewport(ImGuiViewportP*) {}
21554
21555
void ImGui::DebugLog(const char*, ...) {}
21556
void ImGui::DebugLogV(const char*, va_list) {}
21557
void ImGui::ShowDebugLogWindow(bool*) {}
21558
void ImGui::ShowIDStackToolWindow(bool*) {}
21559
void ImGui::DebugStartItemPicker() {}
21560
void ImGui::DebugHookIdInfo(ImGuiID, ImGuiDataType, const void*, const void*) {}
21561
21562
#endif // #ifndef IMGUI_DISABLE_DEBUG_TOOLS
21563
21564
//-----------------------------------------------------------------------------
21565
21566
// Include imgui_user.inl at the end of imgui.cpp to access private data/functions that aren't exposed.
21567
// Prefer just including imgui_internal.h from your code rather than using this define. If a declaration is missing from imgui_internal.h add it or request it on the github.
21568
#ifdef IMGUI_INCLUDE_IMGUI_USER_INL
21569
#include "imgui_user.inl"
21570
#endif
21571
21572
//-----------------------------------------------------------------------------
21573
21574
#endif // #ifndef IMGUI_DISABLE